Overview
Hazama is a unique offensive character with unconventional, yet powerful, mobility tools. 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. Paired with his stance and other specials, Hazama has a variety of tools to approach and open up any character as he chooses. He needs to be careful with how he approaches, however, as his Drive is a limited resource and he lacks defensive tools outside of system mechanics. Played well, Hazama uses his toolset to engage from almost anywhere on the screen and open up his opponents.

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Health |
11,000 |
Prejump |
4F |
Backdash |
25F (1~7F Inv All) |
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. The priority isn't great though, so be cautious during footsies.
- 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. | 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 gives Hazama exceptionally strong stagger pressure and frametraps. Landing a counter-hit with this can link into a second 5B, making this a solid confirm tool.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 can link into 6C, which can grant significant damage 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 |
High priority for a jab, and faster than most of the cast's 2As. It's 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 |
Difficult to react to overhead with great reward in some situations. Cancels into HoutenjinGuard:
AllStartup:
3+(40 Flash)+1Recovery:
51Advantage:
-33 if you have 50 meter. 2A can be linked off of on counterhit and on taller characters, such as hakumen and tager, 5A
Anti-air hits off of this attack can often lead to good meterless combos, even without a counter hit. It is, however, highly inadvisable to use 6A as an anti-air in most situations. It may be worth practicing anti-air 6A starter combos to have handy in the rare event that you get one of these. Just don't go fishing for them.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 90 | 89 | 3 |
- Fatal Counter
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. | 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 |
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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
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. | 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 deceptively 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 > JabakiGuard:
AllStartup:
15Recovery:
21Advantage:
-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 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 |
Useful as a rising anti-air due to its good priority. Its low recovery and high priority can also 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 JakouGuard:
BarrierStartup:
14Recovery:
Total: 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 JameijinGuard:
AllStartup:
10Recovery:
16Advantage:
. Can also lead into a few j.C loops if confirmed correctly.
Overdrive Version
With the deadzone gone, 6D > RessengaGuard:
High/AirStartup:
18Recovery:
1+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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 > JameijinGuard:
AllStartup:
10Recovery:
16Advantage:
.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 JakouGuard:
BarrierStartup:
14Recovery:
Total: 55Advantage:
wallbounce or after JabakiGuard:
AllStartup:
15Recovery:
21Advantage:
-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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 > JakouGuard:
BarrierStartup:
14Recovery:
Total: 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 JakouGuard:
BarrierStartup:
14Recovery:
Total: 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- 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. | 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 |
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 |
Hazama launches himself forward and ends up on the other side of the chain. On hit or block, this chain can be used to appear behind the opponent and bait anti-airs. Make sure to use this follow-up every once in a while to mix up your opponent.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 |
Your staple approach/combo chain. Propels you straight forward in the direction of the chain very quickly, making it useful for aggressive and evasive movement. Used in combos after Drives so you can follow up with normals.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- 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. | 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 RessengaGuard:
High/AirStartup:
18Recovery:
1+11LAdvantage:
+1 [+3] or ZaneigaGuard:
Low/AirStartup:
16Recovery:
20Advantage:
-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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 . In the corner, use either JabakiGuard:
AllStartup:
15Recovery:
21Advantage:
-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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Normal | 100 | 50 | 0, 4 |
- Minimum Damage 100% (1500)
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 HoutenjinGuard:
AllStartup:
3+(40 Flash)+1Recovery:
51Advantage:
-33. This makes him one of the few characters capable of doing this, though it is rare for it to be useful.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
5A+B | Normal | 80 | 60 | |||||||||||||||||||||||||||||||||||||
5[A+B] | Long | 80 | 100 |
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 79 | 3 |
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. | 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 |
A useful close range pressure maker that can force the opponent to play a guessing game with you. 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 -3 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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
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. | 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, 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 BurensouGuard:
Throw(80)Startup:
12+(30 Flash)+0Recovery:
40Advantage:
as early as frame 1, 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- 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. | 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 overhead.
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. Beats 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 a gap between Jagai and this, during which you can be hit by any 5A. With Zaneiga (which blows up standing attacks) this is a natural high-low mixup, although it can be easily jump guarded.
Forward Ressenga (66A) covers more range, but the increased startup makes it suspectable to more attacks.
Charged
Causes a hard knockdown on hit. Frequently used in combos after ground chains. Also useful as a high-low mixup on okizeme alongside enhanced Zaneiga.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 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 JakouGuard:
BarrierStartup:
14Recovery:
Total: 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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 |
A special anti-air chain that catches opponents and flings them behind Hazama. Cannot hit grounded opponents at all. 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, and it 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 into Eternal Coils of the Dragon Serpent easier after chain is almost retracted.
- Inflicts Fatal Counter, and on fatal will trigger wallbounce anywhere.
- Unlike Hazama's normal drive moves, this must be barrier blocked.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 100 | 100, 82 | 4 |
- Fatal Counter
- Cannot hit standing opponents
- On hit, cancellable into 632146C during last 27 frames of recovery
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. | 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
Guard:
AllStartup:
9+(40 Flash)+4~12Recovery:
58Advantage:
-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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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. You aren't going to get huge damage from this most of the time, but is still a good tool for pressure, okizeme, and combos due to the favorable position after landing it. Do dash 5C into 2D for the follow-up.
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 is very hard to react to, Barrier will not help them, and your opponent will never expect it (they can fuzzy out, of course).
It is worth mentioning that this attack is invulnerable to all throw-attribute attacks during startup. This, however, will not necessarily beat all throw-attribute attacks; mistiming this attack can cause it to lose to throws that has longer invulnerability, such as Tager's Wedge Catapult
Guard:
ThrowStartup:
30Recovery:
30 (Miss), 41 (Hit)Advantage:
.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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] |
The famous Houtenjin move.
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. Outside of that, its 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, making this a good investment for combos.
Overdrive Version
In Overdrive, this move is now invincible on startup. 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.
- 20% Minimum damage: 390 [420]. You probably aren't using this for minimum damage.
- Fatal Counters, but it is a Normal starter so cashing out more on FC is impossible.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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, your opponent cannot jump in superflash to response.
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, 632146DD registers as a proper input for stance activation into immediate Burensou. This makes quick command grabs in pressure easier to utilize consistently.
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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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
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. | 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
|
On ODR | |||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Long | 3 |
- Each P in active frames represents a projectile spawned
Colors
