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{ | ==Overview== | ||
{{BBCF/CharacterLinks}} | |||
<div id="home-content" class="home-grid"> | |||
{{card|width=4 | |||
|header=Overview | |||
|content=Hazama is a unique offensive character with '''unconventional yet powerful mobility tools''' that allow him to engage from almost anywhere on the screen. With his stepdash and short normals, Hazama may seem weak at first, however his Drive allows him to fire out a series of chain grappling hooks as an amazing approaching tool with several followups. Pairing the chains with his good frame data on his normals, stance attacks and other specials, Hazama has a variety of tools to pressure and open up any character as he chooses after he gets in. This takes a degree of caution to get started though; he needs to be careful with how he approaches, as '''his Drive is a limited resource''' and he lacks defensive tools outside of system mechanics. | |||
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}} | }} | ||
{{BBCF/Infobox | |||
| fastestAttack = [[#5A|5A]] (5F, whiffs crouchers)<br/>[[#2A|2A]] (6F)<br/>[[#Serpent's Infernal Rapture|236236B]] (4F, super) | |||
| reversal = [[#Serpent's Infernal Rapture|236236B (OD only)]] (4F) | |||
| fatalStarter = [[#6B|6B]]<br/>[[#623D|623D]]<br/>[[#Serpent's Infernal Rapture|236236B]] | |||
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}} | }} | ||
{{card|width=4 | |||
{{ | |header=Drive: Ouroboros | ||
|content= | |||
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 Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~{{clr|A|A}}) or using the snake head as an anchor point to slingshot him around the stage (~{{clr|B|B}}, ~{{clr|C|C}}, or ~{{clr|D|D}}). | |||
Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~{{clr|D|D}} and linking an air normal to convert into a combo. However, there are certain distances (which differ for each Drive move) where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone". | |||
In order to prevent Hazama being able to fly around indefinitely using his drive and stalling for time, his drive is limited to 2 uses, but can be extended by hitting the opponent or staying on the ground. See [[/Frame Data|Hazama's Frame Data]] for details on how to manage it. | |||
|header2=Overdrive: Jörmungandr | |||
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all | |content2= | ||
[[File:BBCF Hazama drainfield.png|thumb|180px|Temporary boss mode.]] | |||
When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all chains to become their far versions and deal double damage. His chain stocks also recovers 3 times faster and is no longer limited by being airborne. | |||
He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to Hazama will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd). However, if you use a Distortion Drive or Exceed Accel and run out of Overdrive time during those moves, the ring will remain in effect until the move itself ends. | |||
}} | |||
</div> | |||
{{FrameChartKey}} | |||
==Normal Moves== | ==Normal Moves== | ||
===<big>{{clr|A|5A}}</big>=== | |||
{{BBCF Move Card | |||
|input=5A | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 3 | |||
|recovery = 9 | |||
}} | }} | ||
Fastest normal Hazama has, and jump-cancellable on hit or block. This makes it good for interrupting pressure, as a quick anti-air against deep jump-ins, a confirm, or if you really ''need'' a non-committal hitbox in front of you. | |||
*Whiffs on all crouching hitboxes excluding Tager and Hakumen, but hits standing Jubei | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}, {{clr|D|6D}} | |||
}} | }} | ||
===<big>{{clr|B|5B}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=5B | ||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
| | |startup = 8 | ||
|active = 3 | |||
|recovery = 12 | |||
}} | |||
{{clr|B|5B}}, even with its short range, is a very, very good normal. This normal's high frame advantage and great recovery gives Hazama a move that begets exceptionally strong stagger pressure and frametraps, and is also extremely safe against ODR. Landing a Counter Hit with this can link into a second {{clr|B|5B}} that won't spoil the rest of the combo, making this a solid confirm tool too. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|2B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}} | |||
}} | }} | ||
===<big>{{clr|C|5C}}</big>=== | |||
{{BBCF Move Card | |||
|input=5C | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 1 | |||
|inactive2= 1 | |||
|active3 = 6 | |||
|recovery = 28 | |||
}} | }} | ||
{{clr|C|5C}} has poor horizontal range and a long recovery, but is still a great button to have. It has the lowest proration of any move Hazama has, making it his most rewarding combo starter. On a crouching opponent or on Counter Hit, it combos into {{clr|C|6C}}, which can grant significant damage increase and corner carry. Has a decently big cancel window, and can gatling into {{clr|C|6C}} or a delayed {{clr|C|2C}} on block for a frame trap. | |||
Despite its short range horizontally, its vertical range is actually quite good. This combined with its high reward on hit makes it a useful anti-air in some situations, however beware the recovery on whiff. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|2C}}, {{clr|C|6C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}, {{clr|D|6D}} | |||
}} | }} | ||
===<big>{{clr|A|2A}}</big>=== | |||
{{BBCF Move Card | |||
|input=2A | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 6 | |||
|active = 2 | |||
|recovery = 11 | |||
}} | }} | ||
Fairly standard crouching jab that's a frame faster than most. Its speed and hitbox can help break you out of pressure, and tighten up your {{clr|B|5B}} blockstrings. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|5A}}, {{clr|A|2A}}, {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|6C}} | |||
{{ | }} | ||
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===<big>{{clr|B|2B}}</big>=== | |||
{{BBCF Move Card | |||
|input=2B | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 2 | |||
|recovery = 13 | |||
}} | }} | ||
{{clr|B|2B}} has good reach relative to its speed, low recovery, and very low profile, making it useful for beating the opponent's pokes. That being said, the range itself is not great, so you'll have to know your spacing. In pressure, it is a very fast low and a good setup for tick throws, making it an essential tool in his mix-up. | |||
This move is good for stagger pressure. Its longer range allows Hazama to tackle an extra hit to frame trap while still having an opportunity to rest pressure compared to {{clr|C|5C}}, {{clr|C|3C}} or {{clr|A|236A}}. It can also punish DP attempts thanks to hitting low. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|6A}}, {{clr|B|5B}}, {{clr|B|6B}}, {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}} | |||
}} | }} | ||
===<big>{{clr|C|2C}}</big>=== | |||
}} | {{BBCF Move Card | ||
|input=2C | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 13 | |||
|active = 3 | |||
|recovery = 25 | |||
}} | }} | ||
The high-risk, high-rewarding anti air move. The head invulnerability on this move doesn't kick in until over halfway through its lengthy startup, so at times, you will have to use quicker anti-airs such as {{clr|A|5A}}. | |||
Since this move has crouching recovery, whiffing this move will lead to very unfavorable positions. On hit, however, it is highly rewarding. On counter-hit, you can cancel into {{clr|D|214D}} and use a stance follow-up to start a strong combo, or Jakou to side switch. | |||
Also jump-cancellable on block, which can be used for pressure extensions. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|5C}}, {{clr|C|2C}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}, {{clr|D|6D}} | |||
}} | }} | ||
===<big>{{clr|A|6A}}</big>=== | |||
{{BBCF Move Card | |||
|input=6A | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 22 | |||
|active = 3 | |||
|recovery = 17 | |||
}} | }} | ||
{{clr|A|6A}} is a relatively quick overhead with great reward in some situations, that's also difficult to react to in pressure when used alongside low-hitting {{clr|B|6B}} that has a similar start-up delay. On normal hit, Hazama's frame advantage is ±0 to gamble on resetting pressure, or he can cancel into {{MMC|chara=Hazama|input=236236B|label=Houtenjin}} for a full combo. Can link into {{clr|A|2A}} on Counter Hit for a meterless combo and on taller characters, such as Hakumen and Tager, it can be replaced with {{clr|A|5A}}. | |||
{{clr|A|6A}} also sees use in some Fatal and Overdrive combo routes thanks to its bonus proration and allowing an OTG extension on air hit, such as in routes like {{MCB|...air hit {{clr|D|5D~D}} > whiff {{clr|C|j.2C}} > 66 {{clr|A|6A}}, {{clr|C|5C}}...}} | |||
{{ | |||
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[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None. | |||
}} | }} | ||
===<big>{{clr|B|6B}}</big>=== | |||
{{BBCF Move Card | |||
|input=6B | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 25 | |||
|active = 3 | |||
|recovery = 13 | |||
}} | }} | ||
Low attack with significant startup, giving it a built-in high/low mixup with {{clr|A|6A}}. If an opponent blocks this move, Hazama is +1, leaving them with no effective options aside from blocking and reversals. It's also a Fatal Counter, which gives it an extra threat as a starter. However, the startup will generally leave a gap in pressure on use, so use it sparingly. | |||
Just like {{clr|A|6A}}, anti-air hits with this move can be highly rewarding, but this is still not a good idea to use as an anti-air. | |||
{{ | |||
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[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None. | |||
}} | }} | ||
===<big>{{clr|C|6C}}</big>=== | |||
}} | {{BBCF Move Card | ||
|input=6C | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 20 | |||
|active = 18 | |||
|recovery = 37 | |||
|specialRecovery = 14 | |||
}} | }} | ||
Hazama throws three daggers to the floor in front of him while hopping backwards a fairly large distance. | |||
This move is used as filler in Hazama's more damaging combos due to floor bounce and massive meter gain on hit. Outside of combo filler, it can create a natural frame trap if you gatling into it off some normals, which can add another layer to Hazama's pressure. {{clr|C|6C}} is also +1 on block and cancellable into any Drive on hit or block, making attempting this relatively low-risk. Be aware of Barrier however; despite it is a Projectile, you still experience pushback, and will allow them to escape the chain afterwards. | |||
Most OTG chain confirms (such as OTG {{clr|D|j.6D}}) can link into this move if used early enough in a combo. This is slightly character-dependent, but a good combo extender to keep in mind. | |||
{{ | |||
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[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|5D}}, {{clr|D|2D}}, {{clr|D|4D}}, {{clr|D|6D}} | |||
}} | }} | ||
===<big>{{clr|C|3C}}</big>=== | |||
{{BBCF Move Card | |||
|input=3C | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 14 | |||
|active = 4 | |||
|recovery = 21 | |||
}} | }} | ||
As a poke, {{clr|C|3C}} has long reach, and is a very good starter; landing a Counter-Hit guarantees a good combo even without meter. {{clr|C|3C}} also has many uses in block-strings. It is most commonly used as a blockstring ender, as {{clr|C|3C}} > {{MMC|chara=Hazama|input=236A|label=Jabaki}} creates a lot of space and gets you back to neutral. When you've become mix-up heavy on someone, this normal can surprise them and catch them trying to jump Barrier or mash. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: None. | |||
| | |||
}} | }} | ||
===<big>{{clr|A|j.A}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.A | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 3 | |||
|recovery = 9 | |||
}} | }} | ||
Standard air jab. Useful as a rising anti-air and for setting up TRMs. Its speed and low recovery can serve to make some approaches with Drives safe, depending on distance. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|C|j.C}} | |||
{{ | |||
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}} | }} | ||
===<big>{{clr|B|j.B}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.B | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 4 | |||
|inactive2= 2 | |||
|active3 = 2 | |||
|recovery = 14 | |||
}} | }} | ||
A great air-to-air that's untechable for a good amount of time. Proper spacing of this normal can make certain Drive approaches safe. {{clr|B|j.B}} also has a second hit that generally only hits opponent close behind Hazama, meant to function as a cross-up hitbox. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|C|j.2C}} | |||
{{ | |||
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}} | }} | ||
===<big>{{clr|C|j.C}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.C,j.CC,j.CCC,j.CCCC,j.CCCCC|versioned=input | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 10 | |||
|active = 2 | |||
|recovery = 23 | |||
}} | }} | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 2 | |||
|recovery = 23 | |||
}} | }} | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 4 | |||
|active = 2 | |||
|recovery = 23 | |||
}} | }} | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 6 | |||
|active = 3 | |||
|recovery = 21 | |||
}} | }} | ||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 5 | |||
|active = 2 | |||
|recovery = 26 | |||
}} | }} | ||
Jump-in normal that can be repeated up to 5 times. Okay as an approach sometimes, but especially useful in combos. Better used to keep your opponent from approaching you instead in scrambly situations. Only the first two hits are jump-cancellable; {{clr|C|j.C}}x2 > jump > {{clr|C|j.C}}x5 is a key combo piece. (Typically notated as j.C7) | |||
This attack set also functions as an up to quintuple overhead, primarily during low altitude air dashes. This sacrifices damage for added mix-up potential. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|C|j.C}}, {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j.4D}}, {{clr|D|j.6D}} | |||
}} | }} | ||
===<big>{{clr|C|j.2C}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.2C | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 14 | |||
|active = 4 | |||
|recovery = 22 | |||
}} | }} | ||
Good crossup and Hazama's primary jump-in. Extends Hazama's hurtbox downwards, which puts him on the ground faster after {{clr|D|5D}}~{{clr|D|D}}, allowing for a variety of both pressure strings and combo routes. | |||
[[/Frame_Data#Revolver_Action_Table|Gatling options]]: {{clr|D|j.D}}, {{clr|D|j.2D}}, {{clr|D|j.4D}}, {{clr|D|j.6D}} | |||
{{ | |||
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}} | }} | ||
}} | <br style="clear:both;"/> | ||
==Drive Moves== | |||
* Under Overdrive, all chains will use the value listed in the brackets. | |||
===<big>{{clr|D|5D}}</big>=== | |||
{{BBCF Move Card | |||
|input=5D Near,5D Far|versioned=input | |||
|description= | |||
'''Normal Version''' | |||
Not your best chain for neutral. It's range, "Far" version startup, and angles it can cover are all subpar compared to other Drives, so it's often outclassed by chains such as {{clr|D|j.D}}. It's useful as a combo extender and for pressures in some situations, though. | |||
{{ | ---- | ||
| | '''Overdrive Version''' | ||
Under Overdrive, the hitstun greatly increases regardless of the range, allowing you to rapidly pressuring and change positions. You can now use specials in close distance to develop more mixups, or you can perform a side switch by doing a cap-shaped loop ({{clr|D|5D}}~{{clr|D|D}} > {{clr|D|j.2D}}~{{clr|D|D}}) infinitely. | |||
}} | |||
}} | }} | ||
===<big>{{clr|D|2D}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=2D Near,2D Far|versioned=input | ||
| | |description= | ||
| | '''Normal Version''' | ||
This chain is good for tricky movement. {{clr|D|2D}}~{{clr|D|D}} will launch you sky high, and {{clr|D|2D}}~{{clr|B|B}} will slingshot you from one side of the stage to the other. {{clr|D|2D}}~{{clr|C|C}} can be used to set up mixups. | |||
This chain is often seen in corner combos when the opponent is high in the air. It is also used in midscreen strings for additional damage and corner carry, such as after {{clr|D|5D}}~{{clr|D|D}}, you can perform ''whiff'' {{clr|C|j.2C}} > {{clr|C|5C}} > {{clr|D|2D}}. | |||
}} | ---- | ||
}} | '''Overdrive Version''' | ||
Under Overdrive, {{clr|D|2D}}~{{clr|A|A}} has no deadzone, allowing you to cash out more damage by simply doing OTG {{clr|C|5C}} > {{clr|D|2D}}~{{clr|A|A}}. | |||
{{ | |||
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}} | |||
}} | }} | ||
===<big>{{clr|D|6D}}</big>=== | |||
{{BBCF Move Card | |||
|input=6D Near,6D Far|versioned=input | |||
|description= | |||
'''Normal Version''' | |||
Good for keeping opponents on the ground or intercepting airdashes from afar. | |||
After you hit with this chain, doing either {{MMC|chara=Hazama|input=623D|label=Jakou}} or {{clr|D|4D}} is generally a good idea. If the opponent is close to the corner, though, you can fly in and follow up with some air normals into {{MMC|chara=Hazama|input=j.214B|label=Jameijin}}. Can also lead into a few {{clr|C|j.C}} loops if confirmed correctly. | |||
{{ | ---- | ||
| | '''Overdrive Version''' | ||
| | |||
| | |||
}} | |||
With the deadzone gone, {{clr|D|6D}} > {{MMC|chara=Hazama|input=214D~A|label=Ressenga}} is comboable in any distance. | |||
}} | |||
}} | }} | ||
===<big>{{clr|D|4D}}</big>=== | |||
{{BBCF Move Card | |||
|input=4D Near,4D Far|versioned=input | |||
|description= | |||
Pretty solid runaway tool. Can help catch players trying to bait your anti-airs. | |||
{{clr|D|4D}}~{{clr|D|D}} is a staple anti-air hitconfirm after {{clr|C|5C}} or {{clr|C|2C}}. Typically used to add damage before ending a combo with {{clr|C|j.C}}x5 > {{MMC|chara=Hazama|input=j.214B|label=Jameijin}}. | |||
{{ | |||
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}} | }} | ||
===<big>{{clr|D|j.D}}</big>=== | |||
{{ | {{BBCF Move Card | ||
| | |input=j.D Near,j.D Far|versioned=input | ||
|description= | |||
This chain is fairly good. It has longer reach than ground {{clr|D|5D}} and isn't as fixed as {{clr|D|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, {{clr|D|j.5D}}~{{clr|D|D}} into another aerial chain like {{clr|D|j.6D}} or {{clr|D|j.4D}} is quite the slick maneuver if you want to close the gap between you and your opponent. | |||
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. | |||
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. | This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in. | ||
}} | }} | ||
===<big>{{clr|D|j.2D}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.2D Near,j.2D Far|versioned=input | |||
|description= | |||
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 deceptively generous horizontal hitbox, letting it hit opponents at angles you wouldn't expect. | |||
This chain is used the least in terms of combos, but just like {{clr|D|j.5D}}, be sure to chain in if you land a good hit. | |||
}} | }} | ||
{{ | ===<big>{{clr|D|j.6D}}</big>=== | ||
| | {{BBCF Move Card | ||
| | |input=j.6D Near,j.6D Far|versioned=input | ||
| | |description= | ||
This chain is frequently used to approach/pressure opponents on the ground. Like {{clr|D|j.5D}}, it is also one of your best mobility options. | |||
In combos, this chain is most commonly used after tossing an opponent into the corner with {{MMC|chara=Hazama|input=623D|label=Jakou}} wallbounce or after {{MMC|chara=Hazama|input=236A|label=Jabaki}} counter hit. | |||
}} | }} | ||
This chain is | |||
===<big>{{clr|D|j.4D}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.4D Near,j.4D Far|versioned=input | |||
|description= | |||
This chain can be used to catch opponents who are dashing in on you and are close enough to where {{clr|D|j.6D}} would not hit with maximum hitstun or would whiff entirely. It can also be used like {{clr|D|j.2D}} to catch opponents while you are at high altitudes. | |||
An immediate {{clr|D|D}} cancel ({{clr|D|j.4DD}}), which commonly refers as ''superdash'', is an important movement technique that shoots Hazama forward fast. | |||
Also not seen in combos that much, but like {{clr|D|j.5D}} and {{clr|D|j.2D}}, it is a strong potential starter. | |||
}} | }} | ||
===<big>{{clr|D|j.8D}}</big>=== | |||
{{BBCF Move Card | |||
|input=j.8D Near,j.8D Far|versioned=input | |||
|description= | |||
Good runaway chain. Usually sees use in combos when doing something like {{clr|D|4D}} > {{clr|D|j.8D}} > {{MMC|chara=Hazama|input=623D|label=Jakou}}. | |||
Can also be used in {{clr|C|j.C}} loops. After the final {{clr|C|j.C}} slash, cancel into this chain. If you're in the right position, the long version will come out in time for you to ~{{clr|D|D}} follow-up and do more {{clr|C|j.C}} slashes. | |||
}} | }} | ||
{{ | ===<big>A Follow-up</big>=== | ||
| | {{BBCF Move Card | ||
| | |input=xD~A | ||
|description= | |||
Sometimes, it's best not to chain in, especially on block, where your opponent can punish you with an anti-air. Using this follow-up on air chains can open up some interesting mix up opportunities, like baiting bad anti-airs. Also good to use for further harassment at long distances or to play lame when you have a life lead. | |||
In combos, it is a staple follow-up in order to combo into another chain hit or {{MMC|chara=Hazama|input=623D|label=Jakou}}. | |||
Do note that ''this follow-up also costs a stock'', unlike in certain previous version; don't play with your chains recklessly when you're in 0 stock. In case you don't want to spend one but still want to cancel the chains (on block only), do {{clr|B|j.214B}} in case of air chains, or {{clr|D|214D}} in long range, and {{clr|A|236A}} in close range to return to safety. | |||
}} | }} | ||
===<big>B Follow-up</big>=== | |||
{{BBCF Move Card | |||
|input=xD~B | |||
|description= | |||
* Counter hit recovery for the entire duration | |||
Primarily an evasive follow-up, boasting significant projectile invulnerability. Can be used to evade projectiles (save for really large ones like Jin's {{clr|C|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. Can also be used to set up fancy high-low mix-ups in the corner with {{clr|D|2D}}~{{clr|B|B}}. | |||
}} | }} | ||
===<big>C Follow-up</big>=== | |||
{{BBCF Move Card | |||
|input=xD~C | |||
|description= | |||
* Counter hit recovery for the entire duration | |||
After a short wait, Hazama launches himself forward extremely quickly and ends up on the other side of the chain, as if he teleported. On hit or block, this chain can be used to appear behind the opponent for cross-ups and to bait anti-airs on opponents who expect {{clr|D|D}} follow-up. Make sure to use this follow-up every once in a while to mix up your opponent. | |||
Note that this move doesn't "teleport" Hazama right after the pause; instead it still goes along the trajectory when moving, making it still susceptible to anti-airs that hit only front. | |||
}} | }} | ||
===<big>D Follow-up</big>=== | |||
{{ | {{BBCF Move Card | ||
|input=xD~D | |||
|description= | |||
* Counter hit recovery for the entire duration | |||
Hazama propels himself straight forward in the direction of the chain very quickly. This is his staple approach/combo chain follow-up; it's very useful for aggressive movement, such as initiating or continuing pressure on block from far chains, and for evasive movement, such as escaping from corners and quickly running from opponents who have Overdrive active (when given the chance). | |||
This chain | |||
Used on hit or in combos after Drives to allow Hazama to close distance and follow up with normal chains, some of the most common being {{clr|D|5D}}~{{clr|D|D}} after {{clr|C|6C}} and {{clr|D|4/j.8D}}~{{clr|D|D}} during juggles. | |||
}} | |||
}} | }} | ||
<br style="clear:both;"/> | |||
==Universal Mechanics== | ==Universal Mechanics== | ||
{{ | ===<big>Forward Throw</big>=== | ||
| | {{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}} | ||
| | {{BBCF Move Card | ||
| | |input=B+C | ||
| | |description= | ||
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. If special-cancelled into {{clr|D|214D}}, it can be followed up with {{MMC|chara=Hazama|input=214D~A|label=Ressenga}} or {{MMC|chara=Hazama|input=214D~C|label=Zaneiga}} from anywhere on the screen, giving it good reward. | |||
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. | |||
}} | }} | ||
===<big> Back Throw</big>=== | |||
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}} | |||
{{BBCF Move Card | |||
|input=4B+C | |||
|description= | |||
Causes a wallbounce midscreen, allowing for a full combo. Midscreen, {{clr|D|214D}} into various followups can continue the combo, similar to forward throw. In the corner, use either {{MMC|chara=Hazama|input=236A|label=Jabaki}} or Crush Trigger. | |||
}} | }} | ||
===<big>Air Throw</big>=== | |||
{{ | {{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}} | ||
| | {{BBCF Move Card | ||
| | |input=j.B+C | ||
| | |description= | ||
An air throw with strong range, made even more effective due to Hazama's movement options. Useful for catching people in the air while flying around. Bounces the opponent high on hit, allowing for a link into {{clr|A|6A}} or {{clr|C|5C}} for a combo. | |||
Hazama's | |||
}} | }} | ||
===<big>Counter Assault</big>=== | |||
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}} | |||
{{BBCF Move Card | |||
|input=6A+B | |||
|description= | |||
Your universal [[BBCF/Mechanics#Counter_Assault| Counter Assault]]. Uses the same animation as {{clr|B|5B}}. Arguably Hazama's most reliable reversal option, since it doesn't rely on your burst gauge being full, and though it has a rather stubby hitbox, it covers a good amount of space in front of him. | |||
}} | }} | ||
===<big>Crush Trigger</big>=== | |||
}} | {{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}} | ||
}} | {{BBCF Move Card | ||
|input=5A+B,5[A+B]|versioned=input | |||
|description= | |||
Your standard [[BBCF/Mechanics#Crush Trigger| Crush Trigger]]. It's not really your go to option for getting past your opponent's defense, since Hazama has plenty of other tools, but it can still get the job done. Can be used after {{clr|C|3C}} to get a combo going. | |||
If you have an extra 50 meter, it is possible to combo off of uncharged crush trigger midscreen by performing a microdash {{MMC|input=236236B|label=Houtenjin}}. This makes him one of the few characters capable of doing this, though it is rare for it to be useful. | |||
}} | |||
*Hard KD on air hit. | |||
}} | }} | ||
<br style="clear:both;"/> | |||
<br clear | |||
==Special Moves== | ==Special Moves== | ||
{{ | ===<big>Venom Sword</big>=== | ||
| | {{InputBadge|{{clr|A|236A}}}} | ||
| | {{BBCF Move Card | ||
|input=236A | |input=236A | ||
| | |description= | ||
A decent neutral tool and blockstring ender thanks to its reach, frame advantage, and properties on counter-hit. Be aware of IB as it will become -4. | |||
In short midscreen combos, you can use this after {{clr|C|3C}} to add some significant corner carry at the cost of the oki options you'd get after a closer knockdown, or to do Rekkazan (632146C) to finish off your opponent. In the corner, 3C > Jabaki > dash 5C > ~ can help set up a decent meterless combo. | |||
On counter hit, the untechable increases, and you can follow-up in midscreen with j.6D to catch the slide. | |||
}} | }} | ||
===<big>Vengeful Viper</big>=== | |||
{{ | {{InputBadge|{{clr|B|214B}}}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=214B | |input=214B | ||
| | |description= | ||
* Goes into Stance ({{clr|D|214D}}) state after attack | |||
A useful close range pressure maker that on block can force the opponent to play a guessing game with Hazzy and his stance moves that can come afterward. Also an essential combo tool. | |||
Causes a crumple on ground hit and a ground bounce on air hit. After the hit lands, Hazama will enter the stance automatically. For the first 22 frames, Hazama can use normal versions of his Stance specials. After that, Hazama will use the Charged version of his stance moves. | |||
Note that this move is very susceptible to IBs as its main follow-ups are all punishable under IB, so don't be predictable when using this in blockstrings. | |||
It's also notable that, since the Stance is a part of the moves recovery, you can rapid-cancel during it, though this goes away if you dash during the stance. | |||
* Hits opponents OTG trying to late rise. | |||
* Frame advantage refers to when you can do a stance followup; assuming an immediate stance cancel, you're -8 on block (which is punishable for most of the casts!). | |||
}} | }} | ||
===<big>Serpent's Benediction</big>=== | |||
{{ | {{InputBadge|{{clr|D|214D}}}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=214D | |input=214D | ||
|description= | |||
Hazama's stance special. Gives access to three powerful specials that can be used to either start or extend combos on hit, and a fully invincible super command grab. This creates scary mixup potential that can put the opponent on edge. Unlike Jagai, all follow-ups are always enhanced, and Hazama will gain a green afterimage when he is ready to attack with these. Follow-ups can all be avoided by jumping back and Barrier blocking if you get predictable with your mixups, so remember to vary your pressure. | |||
Can be cancelled into a stance cancel or {{MMC|chara=Hazama|input=214D~632146D|label=Orochi Burensou}} as early as frame 6, further enhancing its potential for pressure. If left uncancelled, though, Hazama is stuck in place for at least 22 frames and is in a counter hit state the entire time. This makes Jasetsu not advisable to use when being rushed down, since you may eat a CH punish before your follow-up comes out. | |||
{{ | |||
| | |||
|input=214D~ | |||
| | |||
Hazama | |||
}} | }} | ||
===<big>Falling Fang</big>=== | |||
{{ | {{InputBadge|{{clr|A|A}} during Serpent's Benediction}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=214D~A | |input=214D~A | ||
|description= | |||
A forward-moving, relatively fast and low & throw crushing overhead. Resets pressure on block and gives a short combo on hit. | |||
---- | |||
;Uncharged | |||
The forward movement is nice because it allows you to do an overhead in places where {{clr|A|6A}} wouldn't reach, especially if you get pushed out by Barrier blocking. Foot invuln and airborne state lets it beat out lows and throws during pressure, but loses to fast standing attacks and reversals. Easily comboable on CH, and can be followed up on crouching opponents with a {{clr|A|2A}}. If you don't microdash the {{clr|A|2A}}, you'll need to have a slightly longer microdash later in the combo for consistency. | |||
Be aware when using in blockstring as there is an 8F gap between Jagai and this, during which you can be hit by any {{clr|A|5A}} or most Anti-Airs. With Zaneiga (which blows up standing attacks) this is a natural high-low mixup, although it can be jump guarded easily. | |||
Forward Ressenga (66A) covers more range, but it has a minimum 11F gap that enables further counterplay if the opponent can IB, such as poking Hazama out of the startup with {{clr|A|j.A}}. | |||
---- | |||
;Charged | |||
When charged, Ressenga gives Hazama even more frame advantage to microdash pressure reset on block and causes a hard knockdown on hit. Frequently used in combos after ground chains, and is also useful as a high-low mixup on okizeme alongside enhanced Zaneiga. | |||
Hazama can combo off of this with an OTG {{clr|B|2B}} into juggles. | |||
A forward-moving, relatively fast overhead. The forward | |||
}} | |||
}} | }} | ||
===<big>Rising Fang</big>=== | |||
{{ | {{InputBadge|{{clr|B|B}} during Serpent's Benediction}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=214D~B | |input=214D~B | ||
|description= | |||
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this one has additional practicality (if he's already in stance) due to its invincibility. Cannot be used on wakeup due to the time it takes for stance attacks to come out. | |||
---- | |||
'''Uncharged''' | |||
The normal version of this move is key for converting midscreen meterless strings into extended combos. As a mixup, it beats out any normal attack and throws, but is extremely unsafe on block and can be low-profiled. Use sparingly against opponents that continually disrespect you. | |||
---- | |||
'''Charged''' | |||
The charged version of this move causes the opponent to fly far away midscreen, allowing for an easy link into {{MMC|chara=Hazama|input=623D|label=Jakou}} or {{clr|D|6D}}. | |||
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this | |||
}} | }} | ||
===<big>Devouring Fang</big>=== | |||
{{ | {{InputBadge|{{clr|C|C}} during Serpent's Benediction}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=214D~C | |input=214D~C | ||
| | |description= | ||
A low option out of stance. Also one of the strongest combo starters/extenders in Hazama's arsenal. | |||
---- | |||
'''Uncharged''' | |||
Normal version is the go-to move to end combos midscreen after {{clr|B|214B}} for oki. Landing a counter-hit with this can net a good combo with or without meter. | |||
In pressure this beats standing attacks, and can clash or even go through certain reversals with proper timing. However it can be easily jumped away, and IBing Jagai will make this punishable by fast attacks and throws. To compensate with IB issue, mix with delayed backward Zaneiga (44C) to blow them up if they keep disrespecting you, or do nothing (D) if they kept DPing. | |||
---- | |||
'''Charged''' | |||
Charged version causes the opponent to go into a long air-spin, leading to damaging combos. Good follow-up from CH {{clr|C|3C}}, throws, or Houtenjin. | |||
}} | }} | ||
===<big>Serpent's Haste</big>=== | |||
{{InputBadge|{{clr|D|D}} during Serpent's Benediction}} | |||
{{BBCF Move Card | |||
|input=214D~D | |||
|description= | |||
Sometimes, it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing. It can also be used to make chains have less recovery on block. | |||
}} | }} | ||
===<big>Serpent's Redemption</big>=== | |||
{{InputBadge|66/44 during Serpent's Benediction}} | |||
{{BBCF Move Card | |||
|input=214D~66,214D~44 | |||
|versioned=input | |||
|description= | |||
Your sole movement option during stance, which is useful for a variety of reasons. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Serpent's Redemption. | |||
You can dash forward as many times as you like, but can dash backwards only once. If done from Jagai, the time until you're able to use charged versions of the follow-ups still continues. This means that dashing backwards from Jagai isn't completely the end of your pressure, as you'll eventually be able to use a charged Ressenga to put yourself back in the opponent's face if they don't move away. | |||
}} | }} | ||
===<big>Hungry Coils</big>=== | |||
{{ | {{InputBadge|{{clr|D|623D}}}} | ||
| | {{BBCF Move Card | ||
| | |input=623D | ||
|description= | |||
* '''Forces Fatal Counter on Counter Hit | |||
| | * Wall bounces on hit near the corner, but wall bounces anywhere on Counter Hit | ||
A special anti-air chain that catches opponents and flings them behind Hazama. Cannot hit grounded opponents at all, and must be Barrier blocked. Very risky as an anti-air, though it has some niche applications such as if {{CLabel|BBCF|Mai}} is charging a spear in the air. Its true calling is as a combo piece; it's a great way to change positioning during a combo due to the side switch, tacks on a good deal of damage, and lets Hazama confirm into his combo ender super. | |||
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with {{clr|D|j.6D}}~{{clr|D|D}}. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG {{clr|C|5C}} into some ender. Hazama can also cancel into Eternal Coils of the Dragon Serpent ({{clr|C|632146C}}) easier after chain is almost retracted. | |||
}} | }} | ||
<br style="clear:both;"/> | |||
{{ | |||
| | ===<big>Shadow Serpent</big>=== | ||
{{InputBadge|{{clr|B|j.214B}}}} | |||
{{BBCF Move Card | |||
|input=j.214B | |input=j.214B | ||
|description= | |||
An aerial spike that sends Hazama straight down to the ground. Not an overhead, but ground bounces on CH, giving it some pressure applications. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints due to its unique whiff recovery property. | |||
On whiff, the recovery is cancelable into anything ''except'' blocking, jumping and backdash, starting five frames after Hazama lands on the ground. This means that this move is punishable by some fast, far-range attacks, such as {{Character Label|BBCF|Ragna the Bloodedge|label=Ragna}}'s {{MMC|chara=Ragna the Bloodedge|input=632146D|label=Carnage Scissors}}. To go around this, you can cancel it into forward walk, then block; this effectively bypasses the recovery entirely, since walking has no recovery/startup. | |||
Never use this to hit an opponent who is directly below you in neutral; Hazama's leg has a massive hurtbox, meaning most attacks can hit you out of this. If you managed to tag them with a j2D, though, Jameijin is a potential followup. | |||
}} | }} | ||
A | ===<big>Bloody Fangs</big>=== | ||
{{InputBadge|{{clr|C|236C}}}} | |||
{{BBCF Move Card | |||
|input=236C | |||
|description= | |||
A command grab that launches opponent into the air directly in front of Hazama. It's hard to raw tick throw with due to the slow startup and you aren't going to get huge damage from this most of the time it does, but is still a good tool on offense due to the fact that it blows up most reversal throws and Barrier OS. The main follow-up on hit is dash {{clr|B|5B}} or {{clr|C|5C}} into {{clr|D|2D}} and more chain extensions. | |||
Most common guesses to chain into is the same as how you do tick throw, such as after {{clr|A|5A}}, {{clr|A|2A}} or {{clr|B|2B}}. All tick throw options will be greatly affected by Barrier, which makes it harder to land due to longer startup. But with 50 meter, {{clr|B|214B}} (point blank) > RC > {{clr|C|236C}} as an Okizeme option is very hard to react to and Barrier will not help them (but they can fuzzy jump out, of course). | |||
}} | }} | ||
==Distortion Drives== | ==Distortion Drives== | ||
===<big>Serpent's Infernal Rapture</big>=== | |||
{{ | {{InputBadge|{{clr|B|236236B}}}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=236236B | |input=236236B | ||
| | |description= | ||
* 20% Minimum damage: 390 [420]. You probably aren't using this for minimum damage. | |||
* '''Forces Fatal Counter on Counter Hit''', but it is a Normal starter so cashing out more on FC is impossible. | |||
The famous ''Houtenjin'' move; Hazama kicks the opponent sky high, giving him enough time to secure his hat, recover, and follow up with just about any combo extension he wants once they fall back down. One of the fastest moves in the game as well, faster than even the fastest jabs and throws. As you might expect, this move is horrible when blocked, making it something that you should not over-use to get out of bad situations. | |||
---- | |||
;Normal Version | |||
Not an invincible reversal, despite its appearance. Due to its speed, it can still take advantage of gaps in opponents pressure or punish otherwise safe moves, though this largely depends on the gap in the blockstring, the type of blocking used, etc. For this reason, it's valuable for Hazama to lab out gaps in common pressure strings to know where he can Houtenjin or create a gap to Houtenjin with IB to score strong punishes where the opponent may not expect. Outside of that, its also the main way to get reward off normal hit {{clr|A|6A}} or {{clr|B|6B}}, and if used off the right combo starter (such as {{clr|C|5C}} or {{clr|C|3C}}), you can land damage anywhere between 4~5K. | |||
Houtenjin is also technically airborne for roughly 15~20 of its recovery frames, however this isn't of much use. | |||
If you inputted the motion fast enough or carrying with a dash momentum ({{clr|B|2362366B}} for example) beforehand, Hazama will slide for a distance before performing the kick. This allows new combo opportunities, as well as an even more threatening range for the reversal. | |||
---- | |||
;Overdrive Version | |||
In Overdrive, this move is now invincible on startup but still vulnerable once it goes active, so it's prone to trades. Given the nature of the move, basically all trades are in your favour anyway and some trades with low level moves give you even more advantage to use in your combo videos. Have fun. | |||
}} | |||
As a wake-up reversal, you can check whether if they have attacked during the startup of your Overdrive, and if not then you can hold your meter until they have a gap you can reversal out. | |||
}} | }} | ||
===<big>Eternal Coils of the Dragon Serpent</big>=== | |||
{{ | {{InputBadge|{{clr|C|632146C}}}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=632146C | |input=632146C | ||
| | |description= | ||
Combo ender. Spawns a projectile at the floor underneath the opponent; if it hits, Hazama pulls them in and slices them into confetti. The projectile has a minimum range and can spawn offscreen. In Overdrive, it will spawn at the edge of the screen if it would otherwise spawn beyond that. | |||
---- | |||
'''Normal Version''' | |||
Since it is projectile invulnerable, it can be used during neutral to punish projectile moves from far ranges. During combos you'll generally use this after {{clr|D|623D}} since it positions them nicely for it, and it can be super canceled into. | |||
If you Rapid Cancel at the right time, you can regain control of Hazama with the opponent still stuck in the coils. Not the most meter-efficient setup; use only if you're going to win the round with the next hit and you feel like being an ass. This shenaniganry, however, becomes a prudent strategy when considering burst economy; Eternal Coils can only kill an opponent on the final hit. If you can Rapid Cancel and kill sooner than that, you should do that in order to {{tt|prevent refilling your opponent's burst gauge|Full sequence is around 12~20% Burst fill, depend on combo}}. Also it looks cool to do so and, come on... you're playing Hazama. | |||
Much as one might be tempted to try to punish close-range projectile oki with this super, it is not advisable. Unless your opponent is in a non-invincible, long animation, there is a strong chance they will recover in time to block. And we all know what happens when you block Hazama's supers. Additionally, Eternal Coils has a MINIMUM range, meaning there must be at least so much distance between Hazama and his opponent's furthest hurtbox edge before it will hit. If they are within that range, it will simply whiff. This can be circumvented with some moves that extend the opponent's hurtbox backwards, such as 3C, but this is not particularly useful outside of combos. | |||
Finally, keep in mind Eternal Coils' utility as an "Anti-Air," that is to say: Eternal Coils is not a command throw as some believe. It has a surprisingly tall hitbox, roughly the height of Hazama himself. If someone is using a projectile attack in the air, or is otherwise incapable of blocking/avoiding a projectile while at this low altitude, it is not a bad idea for punishing them for there carelessness with Eternal Coils. It is not necessarily the most impactful usage of the super, as meter is VERY valuable to Hazama, but it's a good reminder to respect the options you have in neutral situations. | |||
---- | |||
'''Overdrive Version''' | |||
OD version is even better for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation, even if Overdrive expires during it. Use when you need to anti-burst, or to deal more to close out the round. | |||
*20% Minimum damage: 1040 [1152] | |||
*With lifesteal, the minimum damage in OD goes up to at least 1492, with at least 425 health recovered by Hazama. | |||
}} | }} | ||
===<big>The Serpent's Unholy Wrath</big>=== | |||
{{ | {{InputBadge|{{clr|D|632146D}} during Serpent's Benediction}} | ||
| | {{BBCF Move Card | ||
| | |||
|input=214D~632146D | |input=214D~632146D | ||
| | |description= | ||
Hazama's super command grab. | |||
---- | |||
'''Normal Version''' | |||
It's invulnerable through its active frames and does some pretty good damage. Since it is active immediately after superflash, meaning your opponent cannot jump in response to the superflash. | |||
This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Since it can come out on the first frame of stance, you can also use this as a handy situational reversal, best vs safejumps leaving the opponent point blank. | |||
Due to the game's input leniency, {{clr|D|63214D6D}} or {{clr|D|632146DD}} registers as a proper input for stance activation into immediate Burensou. This makes quick command grabs in pressure easier to utilize consistently. The former shortcut is a little bit more reliable than the latter shortcut as it allows for fewer accidental inputs such as Hungry Coils or 6D to be executed. That said, it still requires very quick movements and is thus still prone to mistakes. | |||
---- | |||
'''Overdrive Version''' | |||
During Overdrive it deals more damage, and heals Hazama significantly. The animation also gets longer in OD, allowing his life-steal ring to do more work. | |||
* 100% Minimum damage: 2553 [3009] | |||
* With lifesteal, the minimum damage in OD goes up to at least 4149, with Hazama recovering at least 1425 health. This will kill all opponents in the red health range. | |||
}} | }} | ||
<br style="clear:both;"/> | |||
<br clear | |||
==Exceed Accel== | ==Exceed Accel== | ||
===<big>Glimmering Fang of the Basilisk</big>=== | |||
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}} | |||
{{BBCF Move Card | |||
|input=A+B+C+D | |||
{{ | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
|description= | |description= | ||
Your Exceed Accel, giving Hazama another reversal option. | |||
Swaps sides on hit, and the life-steal ring remains active until the animation ends, letting you drain a lot of health. [[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]] Has good range and is the only meterless reversal Hazama has, and is the most damaging Exceed Accel bar none due to the added lifesteal. However, you're usually better off not using it and staying in Overdrive instead, both due to the strength of Hazama's Overdrive and because OD Houtenjin is a far more rewarding reversal. | |||
*Attack itself does 280/594 Minimum Damage, but the lifedrain ring can add an extra 160~220 damage. | |||
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==Astral Heat== | ==Astral Heat== | ||
===<big>Hungry Darkness of 1000 Souls</big>=== | |||
{{InputBadge|{{clr|D|1632143D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}} | |||
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A situationally comboable astral, with a common conversion being after air throw. It's also got a lot of invulnerability, so it can be used against very slow moves, during superflash, or other times where you can throw this out on reaction. This can also be combo'd into after a far {{clr|D|2D}} hit, which also helps you complete first part of the Astral motion if you input it as {{clr|D|1D}}. | |||
A situationally comboable astral. It's also got a lot of invulnerability, so it can be used against very slow moves or | |||
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{{BBCFColors|Size=120|Character=Hazama}} | |||
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< | <center>{{Character Label|BBCF|Hazama|size=42px}}</center> | ||
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Latest revision as of 20:50, 10 April 2024
Overview
![BBCF Hazama Nameplate.png](/wiki/images/thumb/b/bf/BBCF_Hazama_Nameplate.png/250px-BBCF_Hazama_Nameplate.png)
![]() |
Health |
11,000 |
Prejump |
4F |
Backdash |
25F (1~7F Inv All, 2~18 airborne) |
Forward Dash |
19F |
Unique Movement Options |
Chain Movement |
Fastest Attack |
5A (5F, whiffs crouchers) 2A (6F) 236236B (4F, super) |
Reversals |
236236B (OD only) (4F) |
Fatal Starters |
6B 623D 236236B |
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 Drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to slingshot him around the stage (~B, ~C, or ~D).
Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances (which differ for each Drive move) where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone".
In order to prevent Hazama being able to fly around indefinitely using his drive and stalling for time, his drive is limited to 2 uses, but can be extended by hitting the opponent or staying on the ground. See Hazama's Frame Data for details on how to manage it.When Hazama enters Overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and changing all chains to become their far versions and deal double damage. His chain stocks also recovers 3 times faster and is no longer limited by being airborne.
He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to Hazama will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd). However, if you use a Distortion Drive or Exceed Accel and run out of Overdrive time during those moves, the ring will remain in effect until the move itself ends.Normal Moves
5A
Fastest normal Hazama has, and jump-cancellable on hit or block. This makes it good for interrupting pressure, as a quick anti-air against deep jump-ins, a confirm, or if you really need a non-committal hitbox in front of you.
- Whiffs on all crouching hitboxes excluding Tager and Hakumen, but hits standing Jubei
Gatling options: 5A, 2A, 6A, 5B, 2B, 6B, 5C, 2C, 6C, 3C, 5D, 2D, 4D, 6D
5B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
550 | Mid | 8 | 3 | 12 | +2 | B |
5B, even with its short range, is a very, very good normal. This normal's high frame advantage and great recovery gives Hazama a move that begets exceptionally strong stagger pressure and frametraps, and is also extremely safe against ODR. Landing a Counter Hit with this can link into a second 5B that won't spoil the rest of the combo, making this a solid confirm tool too.
Gatling options: 6A, 2B, 6B, 5C, 2C, 6C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 89 | 3 |
5C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
450×2 | Mid | 10 | 1(1)6 | 28 | -15 | B |
5C has poor horizontal range and a long recovery, but is still a great button to have. It has the lowest proration of any move Hazama has, making it his most rewarding combo starter. On a crouching opponent or on Counter Hit, it combos into 6C, which can grant significant damage increase and corner carry. Has a decently big cancel window, and can gatling into 6C or a delayed 2C on block for a frame trap.
Despite its short range horizontally, its vertical range is actually quite good. This combined with its high reward on hit makes it a useful anti-air in some situations, however beware the recovery on whiff.
Gatling options: 2C, 6C, 3C, 5D, 2D, 4D, 6D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 92 | 4 |
2A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
300 | All | 6 | 2 | 11 | -1 | F |
Fairly standard crouching jab that's a frame faster than most. Its speed and hitbox can help break you out of pressure, and tighten up your 5B blockstrings.
Gatling options: 5A, 2A, 6A, 5B, 2B, 5C, 2C, 6C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 80 | 1 |
2B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
550 | Low | 10 | 2 | 13 | -1 | F |
2B has good reach relative to its speed, low recovery, and very low profile, making it useful for beating the opponent's pokes. That being said, the range itself is not great, so you'll have to know your spacing. In pressure, it is a very fast low and a good setup for tick throws, making it an essential tool in his mix-up.
This move is good for stagger pressure. Its longer range allows Hazama to tackle an extra hit to frame trap while still having an opportunity to rest pressure compared to 5C, 3C or 236A. It can also punish DP attempts thanks to hitting low.
Gatling options: 6A, 5B, 6B, 5C, 2C, 3C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 85 | 2 |
- The real recovery is 23 frames, however you can cancel into any action from frame 14 onwards.
2C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
800 | Mid | 13 | 3 | 25 | -11 | B | 8~15 H |
The high-risk, high-rewarding anti air move. The head invulnerability on this move doesn't kick in until over halfway through its lengthy startup, so at times, you will have to use quicker anti-airs such as 5A.
Since this move has crouching recovery, whiffing this move will lead to very unfavorable positions. On hit, however, it is highly rewarding. On counter-hit, you can cancel into 214D and use a stance follow-up to start a strong combo, or Jakou to side switch.
Also jump-cancellable on block, which can be used for pressure extensions.
Gatling options: 5C, 2C, 3C, 5D, 2D, 4D, 6D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 89 | 3 |
- The real recovery is 37 frames, however you can cancel into any action from frame 26 onwards.
6A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
700 | High | 22 | 3 | 17 | -3 | B |
6A is a relatively quick overhead with great reward in some situations, that's also difficult to react to in pressure when used alongside low-hitting 6B that has a similar start-up delay. On normal hit, Hazama's frame advantage is ±0 to gamble on resetting pressure, or he can cancel into HoutenjinGuardAllStartup3+(40 Flash)+1Recovery51Advantage-33 for a full combo. Can link into 2A on Counter Hit for a meterless combo and on taller characters, such as Hakumen and Tager, it can be replaced with 5A.
6A also sees use in some Fatal and Overdrive combo routes thanks to its bonus proration and allowing an OTG extension on air hit, such as in routes like ...air hit 5D~D > whiff j.2C > 66 6A, 5C...
Gatling options: None.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 89 | 3 |
- Bonus Proration 110%
- Forces Crouching on hit
6B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
800 | Low | 25 | 3 | 13 | +1 | F |
Low attack with significant startup, giving it a built-in high/low mixup with 6A. If an opponent blocks this move, Hazama is +1, leaving them with no effective options aside from blocking and reversals. It's also a Fatal Counter, which gives it an extra threat as a starter. However, the startup will generally leave a gap in pressure on use, so use it sparingly.
Just like 6A, anti-air hits with this move can be highly rewarding, but this is still not a good idea to use as an anti-air.
Gatling options: None.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
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Long | 90 | 89 | 3 |
- Fatal Counter
- On CH Crumple Duration 57F, Crumple Fall 78F
6C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
510×3 | All | 20 | 6,6,6 | Total: 37+14L | +1 | P1 |
Hazama throws three daggers to the floor in front of him while hopping backwards a fairly large distance.
This move is used as filler in Hazama's more damaging combos due to floor bounce and massive meter gain on hit. Outside of combo filler, it can create a natural frame trap if you gatling into it off some normals, which can add another layer to Hazama's pressure. 6C is also +1 on block and cancellable into any Drive on hit or block, making attempting this relatively low-risk. Be aware of Barrier however; despite it is a Projectile, you still experience pushback, and will allow them to escape the chain afterwards.
Most OTG chain confirms (such as OTG j.6D) can link into this move if used early enough in a combo. This is slightly character-dependent, but a good combo extender to keep in mind.
Gatling options: 5D, 2D, 4D, 6D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 84 | 5 |
- Knives spawn on frames 20, 22 and 24, but the knives do not hit as separate projectiles, instead acting together as the hitbox of 6C
- Airborne from frame 17, third hit is active until Hazama lands
- Active frames can be altered by external forces
- Knives disappear 30 frames after hitting the ground, but the hitbox remains active until Hazama lands
- Hazama experiences pushback from barrier block despite being a projectile attack
- Crumple Duration 31F, Crumple Fall 64F
3C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
840 | Low | 14 | 4 | 21 | -6 | F |
As a poke, 3C has long reach, and is a very good starter; landing a Counter-Hit guarantees a good combo even without meter. 3C also has many uses in block-strings. It is most commonly used as a blockstring ender, as 3C > JabakiGuardAllStartup15Recovery21Advantage-1 creates a lot of space and gets you back to neutral. When you've become mix-up heavy on someone, this normal can surprise them and catch them trying to jump Barrier or mash.
Gatling options: None.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 92 | 4 |
j.A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
300 | High/Air | 7 | 3 | 9 | H |
Standard air jab. Useful as a rising anti-air and for setting up TRMs. Its speed and low recovery can serve to make some approaches with Drives safe, depending on distance.
Gatling options: j.A, j.B, j.C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 80 | 1 |
j.B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
600 | High/Air | 10 | 4(2)2 | 14 | H |
A great air-to-air that's untechable for a good amount of time. Proper spacing of this normal can make certain Drive approaches safe. j.B also has a second hit that generally only hits opponent close behind Hazama, meant to function as a cross-up hitbox.
Gatling options: j.C, j.2C
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 85 | 2 |
- Last 2 active frames hit crossup
- Only does 1 hit max
j.C
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
j.C | 600 | High/Air | 10 | 2 | 23 | H | |||
j.CC | 400 | High/Air | 5 | 2 | 23 | H | |||
j.CCC | 400 | High/Air | 4 | 2 | 23 | H | |||
j.CCCC | 400 | High/Air | 6 | 3 | 21 | H | |||
j.CCCCC | 700 | High/Air | 5 | 2 | 26 | H |
Jump-in normal that can be repeated up to 5 times. Okay as an approach sometimes, but especially useful in combos. Better used to keep your opponent from approaching you instead in scrambly situations. Only the first two hits are jump-cancellable; j.Cx2 > jump > j.Cx5 is a key combo piece. (Typically notated as j.C7)
This attack set also functions as an up to quintuple overhead, primarily during low altitude air dashes. This sacrifices damage for added mix-up potential.
Gatling options: j.C, j.D, j.2D, j.4D, j.6D
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.C | Long | 80 | 89 | 3 | |||||||||||||||||||||||||||||||||||
j.CC | Long | 80 | 90 | 2 | |||||||||||||||||||||||||||||||||||
j.CCC | Long | 80 | 90 | 2 | |||||||||||||||||||||||||||||||||||
j.CCCC | Long | 80 | 90 | 2 | |||||||||||||||||||||||||||||||||||
j.CCCCC | Long | 80 | 94 | 3 |
j.C:
- 50% Heat Gain decay to each j.C afterwards per hit
- Whiff cancellable into j.CC on frames 12-13
j.CC:
- Whiff cancellable into j.CCC on frames 9-10
j.CCC:
- Whiff cancellable into j.CCCC on frames 6-7
j.CCCC:
- Whiff cancellable into j.CCCCC on frames 9-10
j.2C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
780 | High/Air | 14 | 4 | 22 | H |
Good crossup and Hazama's primary jump-in. Extends Hazama's hurtbox downwards, which puts him on the ground faster after 5D~D, allowing for a variety of both pressure strings and combo routes.
Gatling options: j.D, j.2D, j.4D, j.6D
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 92 | 4 |
Drive Moves
- Under Overdrive, all chains will use the value listed in the brackets.
5D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5D Near | 250 [500] | All | 16 | 5 | 30 (Total: 59) |
-21 [-6] | P1 | ||
5D Far | 500 | All | 21 | 16 | 30 (Total: 59) |
-21 [-6] | P1 |
Normal Version
Not your best chain for neutral. It's range, "Far" version startup, and angles it can cover are all subpar compared to other Drives, so it's often outclassed by chains such as j.D. It's useful as a combo extender and for pressures in some situations, though.
Overdrive Version
Under Overdrive, the hitstun greatly increases regardless of the range, allowing you to rapidly pressuring and change positions. You can now use specials in close distance to develop more mixups, or you can perform a side switch by doing a cap-shaped loop (5D~D > j.2D~D) infinitely.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5D Near | Normal | 80 | 92 | 1 [5] | |||||||||||||||||||||||||||||||||||
5D Far | Normal | 80 | 92 | 5 |
5D Near:
- Values in [] are during OD
- Cancellable into Drive followups from frame 16, until last 17 frames of recovery for B/C/D, or hit/block/frame 30 for A
- Immediately enters recovery (30) on hit/block
5D Far:
- Values in [] are during OD
- Cancellable into Drive followups from frame 16, until last 17 frames of recovery for B/C/D, or hit/block/frame 30 for A
- Immediately enters recovery (30) on hit/block
2D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
2D Near | 400 [800] | All | 11 | 3 | 28 (Total: 51) |
-19 [-4] | P1 | ||
2D Far | 800 | All | 13 | 21 | 28 (Total: 51) |
-19 [-4] | P1 |
Normal Version
This chain is good for tricky movement. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other. 2D~C can be used to set up mixups.
This chain is often seen in corner combos when the opponent is high in the air. It is also used in midscreen strings for additional damage and corner carry, such as after 5D~D, you can perform whiff j.2C > 5C > 2D.
Overdrive Version
Under Overdrive, 2D~A has no deadzone, allowing you to cash out more damage by simply doing OTG 5C > 2D~A.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2D Near | Normal | 80 | 92 | 1 [5] | |||||||||||||||||||||||||||||||||||
2D Far | Normal | 80 | 92 | 5 |
2D Near:
- Values in [] are during OD
- 110% Bonus Proration
- Cancellable into Drive followups from frame 11, until last 15 frames of recovery for B/C/D, or hit/block/frame 24 for A
- Immediately enters recovery (28) on hit/block
2D Far:
- Values in [] are during OD
- 110% Bonus Proration
- Cancellable into Drive followups from frame 11, until last 15 frames of recovery for B/C/D, or hit/block/frame 24 for A
- Immediately enters recovery (28) on hit/block
6D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
6D Near | 300 [600] | All | 16 | 5 | 28 (Total: 60) |
-19 [-4] | P1 | ||
6D Far | 600 | All | 21 | 19 | 28 (Total: 60) |
-19 [-4] | P1 |
Normal Version
Good for keeping opponents on the ground or intercepting airdashes from afar.
After you hit with this chain, doing either JakouGuardBarrierStartup14RecoveryTotal: 55Advantage- or 4D is generally a good idea. If the opponent is close to the corner, though, you can fly in and follow up with some air normals into Jameijin
GuardAllStartup10Recovery16Advantage-. Can also lead into a few j.C loops if confirmed correctly.
Overdrive Version
With the deadzone gone, 6D > RessengaGuardHigh/AirStartup18Recovery1+11LAdvantage+1 [+3] is comboable in any distance.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
6D Near | Normal | 80 | 92 | 1 [5] | |||||||||||||||||||||||||||||||||||
6D Far | Normal | 80 | 92 | 5 |
6D Near:
- Values in [] are during OD
- Cancellable into Drive followups from frame 16, until last 15 frames of recovery for B/C/D, or hit/block/frame 33 for A
- Immediately enters recovery (28) on hit/block
6D Far:
- Values in [] are during OD
- Cancellable into Drive followups from frame 16, until last 15 frames of recovery for B/C/D, or hit/block/frame 33 for A
- Immediately enters recovery (28) on hit/block
4D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
4D Near | 300 [600] | All | 13 | 3 | 28 (Total: 57) |
-19 [-4] | P1 | ||
4D Far | 600 | All | 16 | 21 | 28 (Total: 57) |
-19 [-4] | P1 |
Pretty solid runaway tool. Can help catch players trying to bait your anti-airs.
4D~D is a staple anti-air hitconfirm after 5C or 2C. Typically used to add damage before ending a combo with j.Cx5 > JameijinGuardAllStartup10Recovery16Advantage-.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4D Near | Normal | 80 | 92 | 1 [5] | |||||||||||||||||||||||||||||||||||
4D Far | Normal | 80 | 92 | 5 |
4D Near:
- Values in [] are during OD
- Cancellable into Drive followups from frame 13, until last 15 frames of recovery for B/C/D, or hit/block/frame 30 for A
- Immediately enters recovery (28) on hit/block
4D Far:
- Values in [] are during OD
- Cancellable into Drive followups from frame 13, until last 15 frames of recovery for B/C/D, or hit/block/frame 30 for A
- Immediately enters recovery (28) on hit/block
j.D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
j.D Near | 250 [500] | All | 13 | 3 | 41 (Total: 69) |
P1 | |||
j.D Far | 500 | All | 16 | 20 | 41 (Total: 69) |
P1 |
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.
This chain isn't used much in combos, but if you land it on an opponent as a starter, don't be afraid to chain in.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.D Near | Normal | 80 | 92 | 1 [5] | |||||||||||||||||||||||||||||||||||
j.D Far | Normal | 80 | 92 | 5 |
j.D Near:
- Values in [] are during OD
- Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A
- Immediately enters recovery (41) on hit/block
j.D Far:
- Values in [] are during OD
- Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A
- Immediately enters recovery (41) on hit/block
j.2D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
j.2D Near | 250 [500] | All | 13 | 3 | 41 (Total: 69) |
P1 | |||
j.2D Far | 500 | All | 16 | 20 | 41 (Total: 69) |
P1 |
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 deceptively generous horizontal hitbox, letting it hit opponents at angles you wouldn't expect.
This chain is used the least in terms of combos, but just like j.5D, be sure to chain in if you land a good hit.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.2D Near | Normal | 80 | 92 | 1 | |||||||||||||||||||||||||||||||||||
j.2D Far | Normal | 80 | 92 | 5 |
j.2D Near:
- Values in [] are during OD
- Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A
- Immediately enters recovery (41) on hit/block
j.2D Far:
- Values in [] are during OD
- Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A
- Immediately enters recovery (41) on hit/block
j.6D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
j.6D Near | 250 [500] | All | 13 | 3 | 41 (Total: 69) |
P1 | |||
j.6D Far | 500 | All | 16 | 20 | 41 (Total: 69) |
P1 |
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 tossing an opponent into the corner with JakouGuardBarrierStartup14RecoveryTotal: 55Advantage- wallbounce or after Jabaki
GuardAllStartup15Recovery21Advantage-1 counter hit.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.6D Near | Normal | 80 | 92 | 1 | |||||||||||||||||||||||||||||||||||
j.6D Far | Normal | 80 | 92 | 5 |
j.6D Near:
- Values in [] are during OD
- Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A
- Immediately enters recovery (41) on hit/block
j.6D Far:
- Values in [] are during OD
- Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A
- Immediately enters recovery (41) on hit/block
j.4D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
j.4D Near | 250 [500] | All | 13 | 3 | 41 (Total: 69) |
P1 | |||
j.4D Far | 500 | All | 16 | 20 | 41 (Total: 69) |
P1 |
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.
An immediate D cancel (j.4DD), which commonly refers as superdash, is an important movement technique that shoots Hazama forward fast.
Also not seen in combos that much, but like j.5D and j.2D, it is a strong potential starter.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.4D Near | Normal | 80 | 92 | 1 | |||||||||||||||||||||||||||||||||||
j.4D Far | Normal | 80 | 92 | 5 |
j.4D Near:
- Values in [] are during OD
- Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A
- Immediately enters recovery (41) on hit/block
j.4D Far:
- Values in [] are during OD
- Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A
- Immediately enters recovery (41) on hit/block
j.8D
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
j.8D Near | 400 [800] | All | 13 | 3 | 41 (Total: 69) |
P1 | |||
j.8D Far | 800 | All | 16 | 20 | 41 (Total: 69) |
P1 |
Good runaway chain. Usually sees use in combos when doing something like 4D > j.8D > JakouGuardBarrierStartup14RecoveryTotal: 55Advantage-.
Can also be used in j.C loops. After the final j.C slash, cancel into this chain. If you're in the right position, the long version will come out in time for you to ~D follow-up and do more j.C slashes.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.8D Near | Normal | 80 | 92 | 1 | |||||||||||||||||||||||||||||||||||
j.8D Far | Normal | 80 | 92 | 5 |
j.8D Near:
- Values in [] are during OD
- Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A
- Immediately enters recovery (41) on hit/block
j.8D Far:
- Values in [] are during OD
- Cancellable into Drive followups from frame 13, until last 28 frames of recovery for B/C/D, or hit/block/frame 35 for A
- Immediately enters recovery (41) on hit/block
A Follow-up
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
See notes |
Sometimes, it's best not to chain in, especially on block, where your opponent can punish you with an anti-air. Using this follow-up on air chains can open up some interesting mix up opportunities, like baiting bad anti-airs. Also good to use for further harassment at long distances or to play lame when you have a life lead.
In combos, it is a staple follow-up in order to combo into another chain hit or JakouGuardBarrierStartup14RecoveryTotal: 55Advantage-.
Do note that this follow-up also costs a stock, unlike in certain previous version; don't play with your chains recklessly when you're in 0 stock. In case you don't want to spend one but still want to cancel the chains (on block only), do j.214B in case of air chains, or 214D in long range, and 236A in close range to return to safety.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Different animation/duration depending on Drive attack used, recovery from each move below
- 5D: 17F
- 2D, 6D, 4D: 15F
- j.xD: 18F
B Follow-up
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
39 | 1~23 P |
- Counter hit recovery for the entire duration
Primarily an evasive follow-up, boasting significant projectile invulnerability. 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. Can also be used to set up fancy high-low mix-ups in the corner with 2D~B.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
C Follow-up
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
24 |
- Counter hit recovery for the entire duration
After a short wait, Hazama launches himself forward extremely quickly and ends up on the other side of the chain, as if he teleported. On hit or block, this chain can be used to appear behind the opponent for cross-ups and to bait anti-airs on opponents who expect D follow-up. Make sure to use this follow-up every once in a while to mix up your opponent.
Note that this move doesn't "teleport" Hazama right after the pause; instead it still goes along the trajectory when moving, making it still susceptible to anti-airs that hit only front.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
D Follow-up
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
23 |
- Counter hit recovery for the entire duration
Hazama propels himself straight forward in the direction of the chain very quickly. This is his staple approach/combo chain follow-up; it's very useful for aggressive movement, such as initiating or continuing pressure on block from far chains, and for evasive movement, such as escaping from corners and quickly running from opponents who have Overdrive active (when given the chance).
Used on hit or in combos after Drives to allow Hazama to close distance and follow up with normal chains, some of the most common being 5D~D after 6C and 4/j.8D~D during juggles.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Cancellable into attacks from frame 12
Universal Mechanics
Forward Throw
5B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 1500 | Throw(70) | 7 | 3 | 23 | T |
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. If special-cancelled into 214D, it can be followed up with RessengaGuardHigh/AirStartup18Recovery1+11LAdvantage+1 [+3] or Zaneiga
GuardLow/AirStartup16Recovery20Advantage-5 [-3] from anywhere on the screen, giving it good reward.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100% (1500)
Back Throw
4B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 1500 | Throw(70) | 7 | 3 | 23 | T |
Causes a wallbounce midscreen, allowing for a full combo. Midscreen, 214D into various followups can continue the combo, similar to forward throw. In the corner, use either JabakiGuardAllStartup15Recovery21Advantage-1 or Crush Trigger.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100% (1500)
- Maximum Slide duration 20F
Air Throw
j.B+C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 1500 | Throw(120) | 7 | 3 | 23+3L | T |
An air throw with strong range, made even more effective due to Hazama's movement options. Useful for catching people in the air while flying around. Bounces the opponent high on hit, allowing for a link into 6A or 5C for a combo.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100% (1500)
Counter Assault
6A+B while Blocking
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0 | All | 13 | 4 | 33 | -18 | B | 1~20 All |
Your universal Counter Assault. Uses the same animation as 5B. Arguably Hazama's most reliable reversal option, since it doesn't rely on your burst gauge being full, and though it has a rather stubby hitbox, it covers a good amount of space in front of him.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Very Short | 50 | 92 | 4 |
Crush Trigger
5A+B (Chargeable)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
5A+B | 1000 | Guard Break 32/Barrier | 20 | 1 | 25 | ±0 | B | ||
5[A+B] | 1000 | Guard Break 60/Barrier | 30~61 | 1 | 25 | ±0 | B |
Your standard Crush Trigger. It's not really your go to option for getting past your opponent's defense, since Hazama has plenty of other tools, but it can still get the job done. Can be used after 3C to get a combo going.
If you have an extra 50 meter, it is possible to combo off of uncharged crush trigger midscreen by performing a microdash HoutenjinGuardAllStartup3+(40 Flash)+1Recovery51Advantage-33. This makes him one of the few characters capable of doing this, though it is rare for it to be useful.
- Hard KD on air hit.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A+B | Normal | 80 | 60 | ||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 80 | 100 |
5A+B:
- Crumple Duration 50F, Crumple Fall 83F
5[A+B]:
- Crumple Duration 50F, Crumple Fall 83F
Special Moves
Venom Sword
236A
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
680 | All | 15 | 2 | 21 | -1 | BP |
A decent neutral tool and blockstring ender thanks to its reach, frame advantage, and properties on counter-hit. Be aware of IB as it will become -4.
In short midscreen combos, you can use this after 3C to add some significant corner carry at the cost of the oki options you'd get after a closer knockdown, or to do Rekkazan (632146C) to finish off your opponent. In the corner, 3C > Jabaki > dash 5C > ~ can help set up a decent meterless combo.
On counter hit, the untechable increases, and you can follow-up in midscreen with j.6D to catch the slide.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 79 | 3 |
- Maximum Slide duration 25F
Vengeful Viper
214B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
800 | All | 15 | 4 | 104 | +10 | B |
- Goes into Stance (214D) state after attack
A useful close range pressure maker that on block can force the opponent to play a guessing game with Hazzy and his stance moves that can come afterward. Also an essential combo tool.
Causes a crumple on ground hit and a ground bounce on air hit. After the hit lands, Hazama will enter the stance automatically. For the first 22 frames, Hazama can use normal versions of his Stance specials. After that, Hazama will use the Charged version of his stance moves.
Note that this move is very susceptible to IBs as its main follow-ups are all punishable under IB, so don't be predictable when using this in blockstrings.
It's also notable that, since the Stance is a part of the moves recovery, you can rapid-cancel during it, though this goes away if you dash during the stance.
- Hits opponents OTG trying to late rise.
- Frame advantage refers to when you can do a stance followup; assuming an immediate stance cancel, you're -8 on block (which is punishable for most of the casts!).
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 79 | 3 |
- Listed recovery is maximum stance duration + automatic stance cancel (86+18)
- Listed frame advantage is for performing stance followups
- Cancellable into stance followups from frame 22 onwards
- Performs charged stance followups from frame 44 onwards
- Crumple Duration 27F, Crumple Fall 60F
Serpent's Benediction
214D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
86 |
Hazama's stance special. Gives access to three powerful specials that can be used to either start or extend combos on hit, and a fully invincible super command grab. This creates scary mixup potential that can put the opponent on edge. Unlike Jagai, all follow-ups are always enhanced, and Hazama will gain a green afterimage when he is ready to attack with these. Follow-ups can all be avoided by jumping back and Barrier blocking if you get predictable with your mixups, so remember to vary your pressure.
Can be cancelled into a stance cancel or Orochi BurensouGuardThrow(80)Startup12+(30 Flash)+0Recovery40Advantage- as early as frame 6, further enhancing its potential for pressure. If left uncancelled, though, Hazama is stuck in place for at least 22 frames and is in a counter hit state the entire time. This makes Jasetsu not advisable to use when being rushed down, since you may eat a CH punish before your follow-up comes out.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Listed recovery is maximum stance duration, automatically enters stance cancel afterwards
- Cancellable into stance cancel or 632146D from frame 1
- Cancellable into other (charged) stance moves from frame 22
Falling Fang
A during Serpent's Benediction
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
700 [840] | High/Air | 18 | 4 | 1+11L | +1 [+3] | H | 1~22 F |
A forward-moving, relatively fast and low & throw crushing overhead. Resets pressure on block and gives a short combo on hit.
- Uncharged
The forward movement is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by Barrier blocking. Foot invuln and airborne state lets it beat out lows and throws during pressure, but loses to fast standing attacks and reversals. Easily comboable on CH, and can be followed up on crouching opponents with a 2A. If you don't microdash the 2A, you'll need to have a slightly longer microdash later in the combo for consistency.
Be aware when using in blockstring as there is an 8F gap between Jagai and this, during which you can be hit by any 5A or most Anti-Airs. With Zaneiga (which blows up standing attacks) this is a natural high-low mixup, although it can be jump guarded easily.
Forward Ressenga (66A) covers more range, but it has a minimum 11F gap that enables further counterplay if the opponent can IB, such as poking Hazama out of the startup with j.A.
- Charged
When charged, Ressenga gives Hazama even more frame advantage to microdash pressure reset on block and causes a hard knockdown on hit. Frequently used in combos after ground chains, and is also useful as a high-low mixup on okizeme alongside enhanced Zaneiga.
Hazama can combo off of this with an OTG 2B into juggles.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 79 [82] | 3 [4] |
- Values in [] are for Charged version
- Airborne from frame 4, invuln ends on landing
Rising Fang
B during Serpent's Benediction
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
900 [1080] | Mid | 9 | 8 | 13+15L | -17 [-15] | B | 1~12 All |
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this one has additional practicality (if he's already in stance) due to its invincibility. Cannot be used on wakeup due to the time it takes for stance attacks to come out.
Uncharged
The normal version of this move is key for converting midscreen meterless strings into extended combos. As a mixup, it beats out any normal attack and throws, but is extremely unsafe on block and can be low-profiled. Use sparingly against opponents that continually disrespect you.
Charged
The charged version of this move causes the opponent to fly far away midscreen, allowing for an easy link into JakouGuardBarrierStartup14RecoveryTotal: 55Advantage- or 6D.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 90 | 82 [84] | 4 [5] |
- Values in [] are for Charged version
- Airborne from frame 3
Devouring Fang
C during Serpent's Benediction
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
900 [1080] | Low/Air | 16 | 4 | 20 | -5 [-3] | F | 1~19 B |
A low option out of stance. Also one of the strongest combo starters/extenders in Hazama's arsenal.
Uncharged
Normal version is the go-to move to end combos midscreen after 214B for oki. Landing a counter-hit with this can net a good combo with or without meter.
In pressure this beats standing attacks, and can clash or even go through certain reversals with proper timing. However it can be easily jumped away, and IBing Jagai will make this punishable by fast attacks and throws. To compensate with IB issue, mix with delayed backward Zaneiga (44C) to blow them up if they keep disrespecting you, or do nothing (D) if they kept DPing.
Charged
Charged version causes the opponent to go into a long air-spin, leading to damaging combos. Good follow-up from CH 3C, throws, or Houtenjin.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 92 [94] | 4 [5] |
- Values in [] are for Charged version
Serpent's Haste
D during Serpent's Benediction
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
18 |
Sometimes, it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to predict your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing. It can also be used to make chains have less recovery on block.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Serpent's Redemption
66/44 during Serpent's Benediction
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|---|
214D~66 | 31 | ||||||||
214D~44 | 32 |
Your sole movement option during stance, which is useful for a variety of reasons. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are available immediately during either version of Serpent's Redemption.
You can dash forward as many times as you like, but can dash backwards only once. If done from Jagai, the time until you're able to use charged versions of the follow-ups still continues. This means that dashing backwards from Jagai isn't completely the end of your pressure, as you'll eventually be able to use a charged Ressenga to put yourself back in the opponent's face if they don't move away.
Version | Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214D~66 | |||||||||||||||||||||||||||||||||||||||
214D~44 |
214D~66:
- Cancellable into stance moves (except stance cancel) from frame 4
- Transitions to stance cancel if D is held on frame 31, else returns to stance
214D~44:
- Cancellable into stance moves (except stance cancel) from frame 4
Hungry Coils
623D
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 2000 | Barrier | 14 | 10 | Total: 55 | P |
- Forces Fatal Counter on Counter Hit
- Wall bounces on hit near the corner, but wall bounces anywhere on Counter Hit
A special anti-air chain that catches opponents and flings them behind Hazama. Cannot hit grounded opponents at all, and must be Barrier blocked. Very risky as an anti-air, though it has some niche applications such as if Mai is charging a spear in the air. Its true calling is as a combo piece; it's a great way to change positioning during a combo due to the side switch, tacks on a good deal of damage, and lets Hazama confirm into his combo ender super.
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards though most of the time it's safer just to OTG 5C into some ender. Hazama can also cancel into Eternal Coils of the Dragon Serpent (632146C) easier after chain is almost retracted.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 100, 82 | 4 |
- Fatal Counter
- Cannot hit standing opponents
- On hit, cancellable into 632146C during last 27 frames of recovery
- Maximum Slide duration 25F
Shadow Serpent
j.214B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
900 | All | 10 | Until L | 16 | H |
An aerial spike that sends Hazama straight down to the ground. Not an overhead, but ground bounces on CH, giving it some pressure applications. Primarily used to end air combos, but can be used to get Hazama down from the air without wasting a chain stock, or can even be used in mixups and feints due to its unique whiff recovery property.
On whiff, the recovery is cancelable into anything except blocking, jumping and backdash, starting five frames after Hazama lands on the ground. This means that this move is punishable by some fast, far-range attacks, such as Ragna's Carnage Scissors
GuardAllStartup9+(40 Flash)+4~12Recovery58Advantage-43 [-40]. To go around this, you can cancel it into forward walk, then block; this effectively bypasses the recovery entirely, since walking has no recovery/startup.
Never use this to hit an opponent who is directly below you in neutral; Hazama's leg has a massive hurtbox, meaning most attacks can hit you out of this. If you managed to tag them with a j2D, though, Jameijin is a potential followup.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 80 | 89 | 3 |
- On whiff only, last 12 frames of recovery are cancellable into forward walk/dash and any normal/special/OD
Bloody Fangs
236C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 600 | Throw(90) | 12 | 2 | 31 | T | 1~12 T |
A command grab that launches opponent into the air directly in front of Hazama. It's hard to raw tick throw with due to the slow startup and you aren't going to get huge damage from this most of the time it does, but is still a good tool on offense due to the fact that it blows up most reversal throws and Barrier OS. The main follow-up on hit is dash 5B or 5C into 2D and more chain extensions.
Most common guesses to chain into is the same as how you do tick throw, such as after 5A, 2A or 2B. All tick throw options will be greatly affected by Barrier, which makes it harder to land due to longer startup. But with 50 meter, 214B (point blank) > RC > 236C as an Okizeme option is very hard to react to and Barrier will not help them (but they can fuzzy jump out, of course).
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 100, 60 | 0, 3 |
- Minimum Damage 100%: 600
Distortion Drives
Serpent's Infernal Rapture
236236B
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
1950 [2100] | All | 3+(40 Flash)+1 | 3 | 51 | -33 | B | - [1~3 All] |
- 20% Minimum damage: 390 [420]. You probably aren't using this for minimum damage.
- Forces Fatal Counter on Counter Hit, but it is a Normal starter so cashing out more on FC is impossible.
The famous Houtenjin move; Hazama kicks the opponent sky high, giving him enough time to secure his hat, recover, and follow up with just about any combo extension he wants once they fall back down. One of the fastest moves in the game as well, faster than even the fastest jabs and throws. As you might expect, this move is horrible when blocked, making it something that you should not over-use to get out of bad situations.
- Normal Version
Not an invincible reversal, despite its appearance. Due to its speed, it can still take advantage of gaps in opponents pressure or punish otherwise safe moves, though this largely depends on the gap in the blockstring, the type of blocking used, etc. For this reason, it's valuable for Hazama to lab out gaps in common pressure strings to know where he can Houtenjin or create a gap to Houtenjin with IB to score strong punishes where the opponent may not expect. Outside of that, its also the main way to get reward off normal hit 6A or 6B, and if used off the right combo starter (such as 5C or 3C), you can land damage anywhere between 4~5K.
Houtenjin is also technically airborne for roughly 15~20 of its recovery frames, however this isn't of much use.
If you inputted the motion fast enough or carrying with a dash momentum (2362366B for example) beforehand, Hazama will slide for a distance before performing the kick. This allows new combo opportunities, as well as an even more threatening range for the reversal.
- Overdrive Version
In Overdrive, this move is now invincible on startup but still vulnerable once it goes active, so it's prone to trades. Given the nature of the move, basically all trades are in your favour anyway and some trades with low level moves give you even more advantage to use in your combo videos. Have fun.
As a wake-up reversal, you can check whether if they have attacked during the startup of your Overdrive, and if not then you can hold your meter until they have a gap you can reversal out.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 50 | 94 | 5 |
- Values in [] are during OD
- Fatal Counter
- Minimum Damage 20%: 390 [420]
- The normal version also technically has invuln starting on frame 3, before the superflash, but it runs out during the superflash, effectively making the invuln last less than a single frame.
Eternal Coils of the Dragon Serpent
632146C
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
800×2, 200×8, 2000 [800×2, 90×24, 1000×2] |
All | 1+(30 Flash)+15 | 2 | Total 70 | -46 | P2 | 1~19 P |
Combo ender. Spawns a projectile at the floor underneath the opponent; if it hits, Hazama pulls them in and slices them into confetti. The projectile has a minimum range and can spawn offscreen. In Overdrive, it will spawn at the edge of the screen if it would otherwise spawn beyond that.
Normal Version
Since it is projectile invulnerable, it can be used during neutral to punish projectile moves from far ranges. During combos you'll generally use this after 623D since it positions them nicely for it, and it can be super canceled into.
If you Rapid Cancel at the right time, you can regain control of Hazama with the opponent still stuck in the coils. Not the most meter-efficient setup; use only if you're going to win the round with the next hit and you feel like being an ass. This shenaniganry, however, becomes a prudent strategy when considering burst economy; Eternal Coils can only kill an opponent on the final hit. If you can Rapid Cancel and kill sooner than that, you should do that in order to prevent refilling your opponent's burst gaugeFull sequence is around 12~20% Burst fill, depend on combo. Also it looks cool to do so and, come on... you're playing Hazama.
Much as one might be tempted to try to punish close-range projectile oki with this super, it is not advisable. Unless your opponent is in a non-invincible, long animation, there is a strong chance they will recover in time to block. And we all know what happens when you block Hazama's supers. Additionally, Eternal Coils has a MINIMUM range, meaning there must be at least so much distance between Hazama and his opponent's furthest hurtbox edge before it will hit. If they are within that range, it will simply whiff. This can be circumvented with some moves that extend the opponent's hurtbox backwards, such as 3C, but this is not particularly useful outside of combos.
Finally, keep in mind Eternal Coils' utility as an "Anti-Air," that is to say: Eternal Coils is not a command throw as some believe. It has a surprisingly tall hitbox, roughly the height of Hazama himself. If someone is using a projectile attack in the air, or is otherwise incapable of blocking/avoiding a projectile while at this low altitude, it is not a bad idea for punishing them for there carelessness with Eternal Coils. It is not necessarily the most impactful usage of the super, as meter is VERY valuable to Hazama, but it's a good reminder to respect the options you have in neutral situations.
Overdrive Version
OD version is even better for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health until the end of the animation, even if Overdrive expires during it. Use when you need to anti-burst, or to deal more to close out the round.
- 20% Minimum damage: 1040 [1152]
- With lifesteal, the minimum damage in OD goes up to at least 1492, with at least 425 health recovered by Hazama.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 80 | 80 | 1 |
- Values in [] are during OD
- Minimum Damage 20%: 1040 [1152]
- Note that there is a minimum distance for this move of 300 pixels meaning that, if the opponent is close enough, the initial projectile will miss. However in OD the portal will appear in the corner if it would otherwise go offscreen.
- Initial projectile is much taller but less wide than it looks.
The Serpent's Unholy Wrath
632146D during Serpent's Benediction
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0×2, 280×3, 57×9, 400, 800 [0×2, 280×3, 57×17, 400, 800] |
Throw(80) | 12+(30 Flash)+0 | 2 | 40 | T | 1~14 All |
Hazama's super command grab.
Normal Version
It's invulnerable through its active frames and does some pretty good damage. Since it is active immediately after superflash, meaning your opponent cannot jump in response to the superflash.
This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. Since it can come out on the first frame of stance, you can also use this as a handy situational reversal, best vs safejumps leaving the opponent point blank.
Due to the game's input leniency, 63214D6D or 632146DD registers as a proper input for stance activation into immediate Burensou. This makes quick command grabs in pressure easier to utilize consistently. The former shortcut is a little bit more reliable than the latter shortcut as it allows for fewer accidental inputs such as Hungry Coils or 6D to be executed. That said, it still requires very quick movements and is thus still prone to mistakes.
Overdrive Version
During Overdrive it deals more damage, and heals Hazama significantly. The animation also gets longer in OD, allowing his life-steal ring to do more work.
- 100% Minimum damage: 2553 [3009]
- With lifesteal, the minimum damage in OD goes up to at least 4149, with Hazama recovering at least 1425 health. This will kill all opponents in the red health range.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 100, 70, 92×3, 89×9, 92×2 [100, 70, 92×3, 89×17, 92×2] | 0×2, 4×3, 3×9 [×17], 4×2 |
- Values in [] are during OD
- 100% minimum damage: 2553 [3009]
Exceed Accel
Glimmering Fang of the Basilisk
A+B+C+D during Overdrive
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
600, 400×3, 1000 {600, 400×5, 700×4} |
All | 20 [10] | 3 | 34 | -10 | B | 1~22 All [1~22 All] |
Your Exceed Accel, giving Hazama another reversal option.
Swaps sides on hit, and the life-steal ring remains active until the animation ends, letting you drain a lot of health. Otherwise behaves the same as every other Exceed Accel. Has good range and is the only meterless reversal Hazama has, and is the most damaging Exceed Accel bar none due to the added lifesteal. However, you're usually better off not using it and staying in Overdrive instead, both due to the strength of Hazama's Overdrive and because OD Houtenjin is a far more rewarding reversal.
- Attack itself does 280/594 Minimum Damage, but the lifedrain ring can add an extra 160~220 damage.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 125 | 80 |
- Values in [] are when canceled into or immediately after activating Overdrive
- Values in {} are during Active Flow
- Minimum Damage 10%: 280 {540+54}
Astral Heat
Hungry Darkness of 1000 Souls
1632143D when Astral Conditions are met
Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. | StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. | ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. | RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. | Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. | On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. | AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses. H - Head B - Body F - Foot P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2 T - Throw D - Doll attack, such as Carl's or Relius' doll Burst - Burst, which has its own unique attribute |
Invuln |
---|---|---|---|---|---|---|---|---|
0, 30000 | All | 1+(46 Flash)+16 | P{(3)P}×7 | Total 115 | P | 1~91 All |
A situationally comboable astral, with a common conversion being after air throw. It's also got a lot of invulnerability, so it can be used against very slow moves, during superflash, or other times where you can throw this out on reaction. This can also be combo'd into after a far 2D hit, which also helps you complete first part of the Astral motion if you input it as 1D.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length | P1Proration applied to future hits when used as the first hit of a combo | P2Proration applied to future hits when used during any part of a combo | Attack LevelDefault Attack Level Values
| |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 3 |
- Each P in active frames represents a projectile spawned
Colors
![](/wiki/images/thumb/d/db/BBCF_Hazama_Icon.png/42px-BBCF_Hazama_Icon.png)