|
|
Line 49: |
Line 49: |
| ===Cons/Weaknesses=== | | ===Cons/Weaknesses=== |
| * Not much in the way of mid-range pokes outside of 2B or 3C | | * Not much in the way of mid-range pokes outside of 2B or 3C |
| * No meterless reversal<br/> | | * No meterless reversal |
| <br/>
| | <br clear=all/> |
| | {| class="wikitable" style="text-align: center;" |
| | |+Remaining Health vs. Overdrive Duration (in Frames) |
| | |- |
| | !Health !! 100 - 90% !! 89 - 80% !! 79 - 70% !! 69 - 60% !! 59 - 50% !! 49 - 40% !! 39 - 30% !! 29 - 20% !! 19 - 10% !! 9 - 0% |
| | |- |
| | !Overdrive |
| | || 180F || 210F || 240F || 270F || 300F || 390F || 420F || 450F || 480F || 600F |
| | |- |
| | |} |
| | {{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}} |
|
| |
|
| {{warning|This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)}}
| |
| ==Normal Moves== | | ==Normal Moves== |
| ====== <font style="visibility:hidden" size="0">5A</font> ====== | | ====== <font style="visibility:hidden" size="0">5A</font> ====== |
Hazama
|
|
Health: 11,000
Combo Rate: 70%
Jump Startup: 4
Backdash Time: 25
Backdash Invincibility: 1-6
- Movement Options
- Chain Movement, Double Jump, 1 Airdash, Dash type: Step
- Play-style
- Balanced (with a higher focus on defense), Footsies, Situational (Meter-Dependent)
|
Overview
Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and by extension the Black Beast.
Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.
Drive: Ouroboros
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a 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 perform unique maneuvers (~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, and it differs 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."
Overdrive: Jörmungandr
When Hazama enters overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).
Pros/Strengths
- Fast projectile that covers many angles
- Multiple movement options allowing for varied approaches
- Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals
- Good, stable damage conversion that can be attained from most any hit
Cons/Weaknesses
- Not much in the way of mid-range pokes outside of 2B or 3C
- No meterless reversal
Remaining Health vs. Overdrive Duration (in Frames)
Health |
100 - 90% |
89 - 80% |
79 - 70% |
69 - 60% |
59 - 50% |
49 - 40% |
39 - 30% |
29 - 20% |
19 - 10% |
9 - 0%
|
Overdrive
|
180F |
210F |
240F |
270F |
300F |
390F |
420F |
450F |
480F |
600F
|
|
This data is all copied over from BBCP 1.1. Replace with 2.0 data as it becomes available (and delete this warning)
|
Normal Moves
5A
5B
5B
Fast, close-ranged knee.
|
|
5C
5C
Short-range, two hit swing of his knives.
|
|
2A
2B
2C
6A
6B
6C
3C
3C
His only good mid-screen poke.
|
|
J.A
J.B
J.C
J.2C
Drive Moves
Ouroboros
Maximum of 3 stocks at a time.
180F cooldown to regain 2 stocks after last stock consumed.
1 stock regained on block, 2 stocks regain on hit.
Stocks are consumed upon using either B, C, or D cancels.
All of Hazama's Drive moves add 200% meter gain to the combo.
B cancel 27~ possible to cancel into various aerial moves.
C cancel 26F~ possible to cancel into various aerial moves.
D cancel 12F~ possible to cancel into various aerial moves.
5D
A Follow-up
A Follow-up
Having second thoughts?
|
|
B Follow-up
B Follow-up
Angled approach for baiting and other options.
|
|
C Follow-up
C Follow-up
Confusing and tricky maneuver.
|
|
D Follow-up
2D
6D
6D
30 degree angle chain.
|
|
4D
4D
70 degree angle chain.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
4D (/OD)
|
300/600
|
SOR
|
all
|
13
|
-
|
27
|
-
|
BP*
|
-
|
4D far (/OD)
|
600/600
|
SOR
|
all
|
-
|
-
|
27
|
-
|
BP*
|
-
|
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before ending a combo with j.C > Hirentotsu.
|
|
J.D
J.D
Horizontal chain.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
j.D (/OD)
|
250/500
|
SOR
|
all
|
13
|
-
|
40
|
-
|
HP*
|
-
|
j.D far (/OD)
|
500/500
|
SOR
|
all
|
-
|
-
|
40
|
-
|
HP*
|
-
|
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.
Don't see this used in combos much, but if you land it on an opponent as a starter, don't be afraid to chain in.
|
|
J.2D
J.2D
Directly downward chain.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
j.2D (/OD)
|
250/500
|
SOR
|
all
|
13
|
-
|
40
|
-
|
HP*
|
-
|
j.2D far (/OD)
|
500/500
|
SOR
|
all
|
-
|
-
|
40
|
-
|
HP*
|
-
|
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 deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.
This chain is used the least in terms of combos, but just like j.5D, be sure chain in if you land a good hit.
|
|
J.6D
J.6D
-30 degree angle chain.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
j.6D (/OD)
|
250/500
|
SOR
|
all
|
16
|
-
|
40
|
-
|
HP*
|
-
|
j.6D far (/OD)
|
500/500
|
SOR
|
all
|
-
|
-
|
40
|
-
|
HP*
|
-
|
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 Jakou > RC or after Jabaki wallbouncing (far away).
|
|
J.4D
J.4D
-70 degree angle chain.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
j.4D (/OD)
|
250/500
|
SOR
|
all
|
13
|
-
|
40
|
-
|
HP*
|
-
|
j.4D far (/OD)
|
500/500
|
SOR
|
all
|
-
|
-
|
40
|
-
|
HP*
|
-
|
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.
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter.
|
|
J.8D
J.8D
30 degree angle chain.
|
|
Universal Mechanics
Forward Throw
Forward Throw
And the kick is good!
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
1400
|
SOR
|
T(80)
|
7
|
3
|
17
|
-
|
T
|
-
|
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. Can now be followed up midscreen with stance dash into Zaneiga (S) for a good combo. In the corner you can special cancel link Zaneiga/Gashoukyaku.
|
|
Back Throw
Back Throw
Now wallbounces anywhere
|
|
Air Throw
Air Throw
GO TO HELL
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
1400
|
SOR
|
T(120)
|
7
|
3
|
12+3
|
-
|
T
|
-
|
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.
Air throw causes a very high bounce now allowing for link into 6A or 5C for a combo.
|
|
Counter Assault
Crush-Trigger
Crush-Trigger
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
1000
|
R
|
Ba
|
30-59
|
1
|
24
|
+4
|
B
|
-
|
- Crush-trigger breaks guard without being barrier blocked.
- Depletes opponents barrier gauge on a successful block.
- Can charge to deplete more of the opponents barrier gauge on block.
- Can be used to tack on good extra damage, primarily in OD combos.
|
|
Specials
Venom Sword
Venom Sword 236A
Don't get (corner) carried away
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
450
|
R
|
All
|
15
|
2
|
21
|
+1
|
BP
|
-
|
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block), and also leaves him at slight frame advantage to boot.
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. It wallbounces aerial opponents in the corner and can cancel into stance on hit to lead into damaging combos in the corner.
|
|
Serpent's Benediction
Serpent's Benediction 214D
Winding up...
|
|
Serpent's Redemption
Serpent's Redemption 214D~66/44
Smooth moves
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
35 total
|
-
|
-
|
-
|
Hazama can dash during his stance. 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 immediately available during either version of Jakatsu.
|
|
Falling Fang
Falling Fang 214D~A
Bop on the head, comboable
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Ressenga
|
600
|
R
|
HA
|
19
|
3
|
13
|
+1
|
H
|
-
|
Ressenga (S)
|
750
|
R
|
H
|
19
|
3
|
13
|
+5
|
H
|
1-22F
|
A forward-moving, relatively fast overhead. The forward moving part 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.
Regular version causes a small ground bounce which can not be comboed after without meter, counter hit, or no tech. S version causes a larger ground bounce that can be followed up without meter with 5C.
|
|
Rising Fang
Rising Fang 214D~B
Flash kick, also comboable
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Gashoukyaku
|
700
|
R
|
HL
|
9
|
8
|
33
|
-22
|
B
|
1-12 All
|
Gashoukyaku (S)
|
715*2
|
R
|
HL
|
9
|
2,6
|
33
|
-18
|
B
|
1-12 All
|
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 7th frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.
The normal version of this move is now key to converting midscreen meterless strings into extended combos. The strong version of this move causes the opponent to fly far away midscreen allowing for easy link into Jakou. At certain heights can link dash 6D after charged version. Can link into 6A or 6C in the corner.
|
|
Devouring Fang
Devouring Fang 214D~C
(Mint Chocolate) Ice Cream Scoop, deliciously comboable
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Zaneiga
|
600
|
R
|
LA
|
21
|
3
|
17
|
-1
|
F
|
-
|
Zaneiga (S)
|
900
|
R
|
L
|
21
|
3
|
17
|
+1
|
F
|
-
|
Hazama's other standing low. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Normal version is now the go to move to end combos midscreen after 3C for oki. Normal version causes crumple on standing opponents which is comboable after. Charged version retains the launch leading to damaging combos.
|
|
Serpent's Haste
Serpent's Haste 214D~D
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
-
|
-
|
-
|
-
|
-
|
18 total
|
-
|
-
|
-
|
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to mash out of your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.
|
|
Wind Serpent's Fang
Wind Serpent's Fang j.214B
Long time, no see
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
700
|
R
|
all
|
11
|
3
|
Until Landing+15L
|
-
|
H
|
-
|
An aerial spike. Pretty much only exists to end combos or convert rogue air hits into knockdowns. If you tiger knee it, it can go over certain moves, though you should consider how risky it is to do that as opposed to just jumping and chaining in. Also completely stops air momentum at the cost of not being able to do anything until you land and also having landing recovery. Emergency techable.
|
|
Bloody Fangs
Bloody Fangs 236C
GATCHA
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
0
|
-
|
T(90)
|
12
|
2
|
31
|
+7
|
T
|
1-12T
|
Hazama's normal command grab. Has slightly more range than his ground throws which allows you to do other normals into tick throws that you wouldn't normally be able to, namely dashing 2B. Upon a successful grab, it awards 5 heat and allows you to link anything with less than 7 frames of startup, most optimally it can be converted into 3C xx 214D~B into air ender.
|
|
Hungry Coils
Hungry Coils 623D
Back to the corner with you!
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
0, 1800
|
R
|
B
|
14
|
13
|
31
|
-
|
BP
|
-
|
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air, only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.
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. Can now cancel anytime after the second hit into mizuchi.
Fatal counter
|
|
Distortion Drives
Serpent's Infernal Rapture
Serpent's Infernal Rapture 236236B
Straight to Heaven
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Jayoku Houtenjin
|
1800
|
R
|
all
|
6+1
|
3
|
50
|
-32
|
B
|
1-6 All
|
(OD) Jayoku Houtenjin
|
2500
|
R
|
all
|
6+1
|
3
|
50
|
-32
|
B
|
1-6 All
|
This move lost quite a bit of damage as of CP 1.1 but nonetheless is still a very viable move to invest 50 meter in. With the right starters you can still easily break anywhere between 4-5K. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor. GCOD Houtenjin is an option too and can lead to a ton of damage to turn the match in your favor.
|
|
Eternal Coils of the Dragon Serpent
Eternal Coils of the Dragon Serpent 632146C
Does it hurt?
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Mizuchi Rekkazan
|
200, 0, 500*8, 3200
|
R
|
all
|
1+15
|
2
|
54
|
-46
|
FP*
|
1-19P
|
(OD) Mizuchi Rekkazan
|
200, 0, 250*24, 500, 2000
|
R
|
all
|
1+15
|
2
|
54
|
-46
|
FP*
|
1-19P
|
-
|
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup. OD version is great for ending combos, tacking on huge damage along with Hazama's OD life drain ring stealing health till the end of the animation.
|
|
The Serpent's Unholy Wrath
The Serpent's Unholy Wrath 214D~632146D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Orochi Burensou
|
0*2, 280*3, 57*9, 400, 800
|
R
|
T(80)
|
12+0
|
3
|
40
|
-
|
T
|
1-12 All
|
(OD) Orochi Burensou
|
0*2, 280*3, 57*17, 400, 800
|
R
|
T(80)
|
12+0
|
3
|
40
|
-
|
T
|
1-12 All
|
Orochi Burensou (S)
|
0*2, 280*3, 97*9, 400, 800
|
R
|
T(80)
|
12+0
|
3
|
40
|
-
|
T
|
1-12 All
|
(OD) Orochi Burensou (S)
|
0*2, 280*3, 97*17, 400, 800
|
R
|
T(80)
|
12+0
|
3
|
40
|
-
|
T
|
1-12 All
|
Hazama's super command grab. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.
|
|
Astral Heat
Hungry Darkness of 1000 Souls 1632143D or 63214632143D
All bets are off
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Death
|
-
|
all
|
1+16
|
-
|
116
|
-45
|
BP
|
1-91 All
|
A situationally comboable astral, though it can still be combo'd into with many if not all of the same things as in Continuum Shift and CP 1.0/1.1 (6A/6B, 3C, Zaneiga, etc). It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.
|
|
External References