BBCF/Hazama/Combos

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Hazama
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jump
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Lambda-11
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = Nu-13
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


Notes

  • The j.C7 in the combos means j.Cx2 > jc > j.Cx5, and j.C5 means j.Cx5. j.C7 does not work on all situation, so adjust if you must.
  • Hazama chains link into each other after retracting with the A followup, so chains does not cancel into other chains. However for notation simplicity, we will consider chains being cancelable to other chains. For example instead of notation like 5D~A, 6D, it's written as 5D~A > 6D.
  • Hitting an air button during a chain followup will cause Hazama to start falling. This is essential for most BnBs with 5D~D > whiff j.2C. Regarding combos that needs to whiff j.2C, there are two ways to do it:
  1. do it as soon as possible and do a microdash to continue;
  2. or delay the j.2C after your character has contacted with opponent. This will left you almost right below the opponent.
  • Some combos require certain character specific delays, otherwise the chain will hit in its deadzone and the opponent will tech out.

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple
Universal BnB ComboWorks against any grounded opponent, anywhere.
Very Easy


2A or 5A > 5B > 5C > 3C > Ender

This is Hazama's most basic press-and-work combo. Depend on the situation you want there are several Ender you can choose:

  • 236ABBCS Hazama 236D.pngGuard:
    All
    Startup:
    15
    Recovery:
    21
    Advantage:
    -1
    . Use this when you want to gain some distance from the opponent. With 50 Heat this can combo into 632146CBBCF Hazama 632146Cexe.pngGuard:
    All
    Startup:
    1+(30 Flash)+15
    Recovery:
    Total 70
    Advantage:
    -46
    to finish opponent off without risky combos.
You can also add 2C in between 5C and 3C when you are close to squeeze out damage.
  • 214BBBCF Hazama 214B.pngGuard:
    All
    Startup:
    15
    Recovery:
    104
    Advantage:
    +10
    for an OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. attempt. After hit, you can do:
    • Nothing and left in stance, for an auto high-low mixup next time;
    • RessengaNo results for close range Oki. 2A after will catch forward rolls, and is a safer Oki option.
    • ZaneigaNo results for damage. After than, IAD j.2C is a staple safe jump and has a chance to catch rolls.
Related combos
Combo Position Damage Heat Gain / Loss Notes
2A or 5A > 5B > 5C > 3C > 236A Anywhere 1507 10
2A or 5A > 5B > 5C > 2C > 3C > 236A Anywhere 1757 12 Must be close.
2A or 5A > 5B > 5C > 3C > 236A, 632146C Anywhere 2733 COSTS 50 HEAT -40
2A or 5A > 5B > 5C > 3C > 214B > (66)C Anywhere 1807 12
2A or 5A > 5B > 3C > 236A, 665C > 214B > (66)C Corner 2149 15 Corner combo to add a little damage.
Combos after launchYour main damage source.
Medium


Launchers > 214D~C, 666C > 5D~D > whiff j.2C2C > 4D~A > j.8D~D > j.C7 > j.214B

As you definitely can not rely on BnB to get your damage done (look at that measly damage!), you need to make every bit of damage count. The more damaging combos revolves around one move: Charged ZaneigaNo results. There are several ways to combo into it (i.e. the Launchers above):

  • ThrowNo results. In such case, you need to do dash Zaneiga (66C).
  • Backward ThrowNo results don't need dash Zaneiga unless they are in the corner. Nevertheless it will help.
Note that if you are in the corner, you can't Backward Throw combo into Zaneiga. This is why you should use forward throw most of the time.
  • HoutenjinBBCS Hazama 236236B.pngGuard:
    All
    Startup:
    3+(40 Flash)+1
    Recovery:
    51
    Advantage:
    -33
    . Anything you have problems with can be solved by this move, however it does waste a lot of combo time, making some combo change.


Now on to the aerial parts. There are many variations after 5D~D, but for here we give the most basic one you can do. For how to perform whiff j.2C, the tip is to hit 2 as soon as 5D is out, and then press C as soon as possible (you can just mash). Another problematic part would be j.8D as you might accidentally double jump; in such case, hold 8 (or 7 or 9) for a little longer after jump then press D so j.8D can come out without a jump.

Related combos
Combo Position Damage Heat Gain / Loss Notes
4/6T > 214D~66C, 666C > 5D~D > whiff j.2C2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen
You not in the corner (4T)
3246 23
5A/2A > 5B/2B > 3C > 236236B > 214D~66C, (66)5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3738 COSTS 50 HEAT -31 The simplest Houtenjin combo. The route is shorter since we do not have combo time.
If you have an additional 5C before 3C, ignore j.8D~D since combo time is not enough to fit j.C7.
5B > 5C > 3C > 236236B, 214D~66C, 666C > 5D > whiff j.2C2C > 4D~A > j.C7 > j.214B Midscreen 4638 COSTS 50 HEAT -26 We do not use j.8D~D since combo time is not enough to fit j.C7.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character
The Midscreen Standing JagaiMidscreen, must be close (inside throw range).
Medium~Hard


2A > 5B > 5C > 214B~66B, 665B5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B

Hazama's combo, in short, are a pain to pull off, in terms of difficulty and the distance requirement. But you need damage, so it's time to learn how to do the combo.

There are 2 microdashes you need to do, i.e. the 214B~66B, 665B part.

  • The first microdash is done as fast as JagaiBBCF Hazama 214B.pngGuard:
    All
    Startup:
    15
    Recovery:
    104
    Advantage:
    +10
    hits, no need to time this.
  • The second microdash is done when Hazama lands and his coat is near fully fallen.

For help landing a 665B after 214B/D~B, check this playlist by Chickzama to see Hazama land it at various screen positionings at different speeds. Alternatively, you can replace 665B with (dl.)665A which makes it easier despite having lower damage, however if the opponent is too far away after 214B~66B, then this option becomes unavailable.

Related Combos
Combo Position Damage Heat Gain Notes
2A > 5B > 5C > 214B~66B, 665A5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 2565 18 You might need to delay 665A if it will be too high for 5C to hit.
2A > 5B > 5C > 214B~66B, 665B5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 2738 19 A version will have a ~7% damage trade off in general.
2A > 5B > 5C > 214B~66B, 665B5C > 2C > 4D~A > j.8D~D > 623D Not in corner 2584 18 With side swap.
2A or 5A > 5B > 3C > 236A, 665C > 214B~66B ▷ (66)5C > 2C > 4D~A > 662D~D > j.C7 > j.214B Corner 2799 20 Standard corner combo.
Good news: you might not need to dash the second (66)5C.
Standard Launch ComboFor the close ranges
Medium~Hard


6A > 236236B > 214D~66C, 666C > 5D > 666D~D > 214D~66A > (66)5C > 2C > 4D~A > j.8D~D > j.C5 > j.214B

This is a core combo to get the most out of the launch. Some points to note that:

  • 214D~66C must hit real close, preferably your dash should go almost full length;
  • 214D~66A must be as fast as possible.

666D~D is optional with a ~100 damage dropoff.


Standard Launch ComboFor the further ranges
Hard


6T > 214D~66C, 666C > 5D~D > whiff j.2C665C > 2D~A > walk back slightly 4D~A > j.8D~D > j.C7 > j.214B

If you can't get a point blank 214D~66C, use this route instead. Note that the height after 665C must be enough so it does not hit the dead zone of 2D.


Optimal Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute
Maximal punish under Charged RessengaFor the insanes
Very Hard


214D~A, 665C > 6C > 5D~D > whiff dl.j.2C ▷ (66)5C > 2D~D > dl.j.4D~A > dl.j.8D~A4D~D > j.C7 > j.214B

2D~D > j.4D~A > j.8D~A4D~D is the most damaging air route you can get, though come with specific criterion. One is that you need to start from a Long starter, you need to use the late delay method to delay j.2C so that no microdash is needed, and j.8D needs to be close to the ground.

The reward is a 50~150 damage increment, depend on the starter you use.


Overdrive Meterless ExtensionOne other important damage source
Hard


5B > 3C > cOD, 665C > 6D > 214D~A, 5C > (dl.)2D, 6A, 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B (100% Health)

While Hazama's combo aren't great in distance, that can be solved by using Overdrive, which is one of the best in the game.

The main structure of the combo is to try getting the 110% proration moves 2D and 6A in the combo, so that it dealt the most damage. For example the combo above deals 4144 damage, but the ring also takes 440 health and heal 550 for you. That's a net 5k difference!

Depend on distance, 214D~A can side switch, though 5C > (dl.)2D is not direction-dependent so it should be fine.


3C Jagai ExtensionMore close range damage
Hard ~ Very Hard


5C > 3C > 214B~66B665C > 2C > 4D~A > j.8D~D > j.C7 > j.214B

Basically the same as Midscreen Standing Jagai, but with more stricter distance requirement and dash timing. Thus this is more frequently used in parts of combo, like after j.2C you can dash in and perform this sequence.

This combo gives you an ~7% damage increment compared to similar combo. You can replace 665C with  665B for an easier timing.


j.2C ConfirmOverhead Hitter
Very Hard


j.2C > jc (direction is situational) > j.4D~D > 665C > 3C > 214B~66B665C > 2C > 4D~A > j.8D~D > j.C7 > j.214B

j.2C


Full Combo list

Meterless, Normals Starters

2A or 5A Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
2A or 5A > 5B > 5C > (2C) > 3C > 236A Anywhere 1507
(1757)
10
(12)
Everyone Easy Use this when you want to gain some distance from the opponent. Can also be used on block to help return to neutral.
2C must be close for extra damage.
2A or 5A > 5B > 5C > 3C > 214B > (66)C Anywhere 1807 12 Everyone Easy Common midscreen ender.
2A or 5A > 5B > 214B~66B, 665A5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 2339 16 Everyone Easy The most simple Jagai combo.
2A or 5A > 5B > 5C > 214B~66B, 665B5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 2738 19 Everyone Medium Standard Hazama BnB, must be close.
Combo Position Damage Heat Gain Works on: Difficulty Notes
2A or 5A > 5B > 3C > 236A, 665C > 214B > (66)C Corner 2149 15 Everyone Easy Corner combo with a Zaneiga knockdown, convenient for some oki afterwards.
2A or 5A > 5B > 3C > 236A, 665C > 214B~66B ▷ (66)5C > 2C > 4D~A > 662D~D > j.C7 > j.214B Corner 2799 20 Everyone Medium Standard corner combo.

Combo Position Damage Heat Gain Works on: Difficulty Notes
2A > 5B > 5C > 214B~66B, 665B5C > 2C > 4D~A > j.8D~D > 623D Not in corner 2584 18 Everyone Medium Standard Hazama BnB with side swap.
All opponents are in the air in this table.
Combo Position Damage Heat Gain Works on: Difficulty Notes
5A > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 2586 18 Everyone Easy Opponent must be low enough for 2C to connect.
5A > 5C > 4D~A > 214D > (66)B ▷ 4D~D > j.8D~D > j.C7 > j.214B Midscreen 2591 18 Everyone Medium Opponent must be high enough for 4D~A to hit for longer hitstun.
5A > 5C > 2C > 4D~A > j.8D~D > (214B), 236D Midscreen 2254 16 Everyone Easy
5A > 5C > 2C > 4D~A > j.8D~D > 623D, 5C > 236A, (66)5C > 214B~C You in the corner 3101 22 Everyone Easy A swap combo.
There are no new combos for this Counter hit starter.

5B or 2B Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
5B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3270 23 Anyone Medium Standard B starter combo, must be close.
Replacing 665B with 665A makes it easier despite having lower damage (3054/21).
2B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 2888 20 Anyone Medium Same as above but it's a low, must be close. Using dash momentum on 2B helps.
2B > 3C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 2878 20 Anyone Medium If you accidentally catch with 3C then this also works.
The 665B after 3C Jagai is easier to do than the grounded version.
5B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~A > 623D Not in the corner 3077 22 Anyone Medium Standard B starter combo with Jakou ender.
j.B > (j.C) > 665B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 2669 19 Anyone Medium In any case you hit an j.B after either chains or air dash, this can be useful.

Combo Position Damage Heat Gain Works on: Difficulty Notes
5B > 5C > 3C > 236A, 665C > 214B~66B5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B Corner 3606 25 Anyone Easy Thank god you don't need to microdash in the corner.
You can replace 665C by 663C in case 665C will not reach, though depend on distance you might still need to microdash after 214B~66B.
5B > 3C > 236A, 665C > 6C > 5D~A > (6D) > 214D~66A, (66)5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B Corner 3727 26 Anyone Medium Must be point-blank.
Higher damage can be achieved by using less knockback moves before slide, so 665C > 6C can connect. This includes the more commonly used poke 2B > 3C.
214D~66A can miss due to 5D hitting too high; in such case, you can omit 6D.

Combo Position Damage Heat Gain Works on: Difficulty Notes
5B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~A > 623D, j.6D~D > 2C > 2D~D > j.C5 > j.214B You in the corner 3603 25 Anyone Medium If you are in the corner, you can do side swap.
5B > 5C > 214B~66B665B > 5C > 2C > 4D~A > j.8D~A > 623D, 3C > 214B~C You in the corner 3352 23 Anyone Medium Ends in Jagai Oki, provided that you aren't too far away from corner after Jakou.

Combo Position Damage Heat Gain Works on: Difficulty Notes
CH 5B, 665A/662A > ~ - - - - - Not the most prettiest thing you can have, but you can just for safety to use fast jab to combo off it.
CH 5B > 6C > ~ - - - - - 5B > 6C is a 4 frame trap, and sometimes if they ate a counter it will just work.
See the 5C Starter section for how to combo after 6C.

5C and 2C Starter

  • You can replace all combos below that uses 665C with 665B or 665A to lower the difficulty, but you need to omit 6D~A, if presented.
Combo Position Damage Heat Gain Works on: Difficulty Notes
5C > 3C > 214B~66B665B > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3495 25 Anyone Medium Standard C starter combo.
Replace 665B with 665A If you hate strict timing (3275/23).
5C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3565 25 Anyone Very Hard THe Optimal C starter combo. 665C is very hard, almost a 1 frame link.
5C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > 623D Not in the corner 3358 24 ? Very Hard Sideswap.
6C > 5D~D > j.2C > 665C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 4037 28 Anyone Very Hard The basic 6C first-hit combo. It hurts.
5C > 6C > 5D > j.2C > 665C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 4223 30 Anyone Very Hard Crouch opponent only
That is an ouch if your opponent got hit by this.

Combo Position Damage Heat Gain Works on: Difficulty Notes
5C > 3C > 236A, 665C > 214B~66B ᐅ (66)5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B Corner 3616 25 Anyone Medium Thank god you don't need to microdash 5C that hard in the corner.
5C > 3C > 236A, 665C > 6C > 5D > 214D~66A, (66)5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B Corner 3926 28 Anyone Medium Must be point-blank.
214D~66A can miss due to 5D hitting too high; in such case, you can omit 6D.
5C > 3C > 236A, 665C > 6C > 5D > 214D~66A, (66)5C > 2C > 4D~A > 662D~D > j.4D~A > j.8D~D > j.C5 > j.214B Corner 3982 28 ? Hard More damage, more difficulty.
214D~66A can miss due to 5D hitting too high; in such case, you can omit 6D.

Combo Position Damage Heat Gain Works on: Difficulty Notes
5C CH > 6C > 5D > j.2C > 665C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 4292 30 Anyone Hard 5C > 6C isn't crouch only now if you got a counter hit.
2C CH > 665B > 5C > 2C > 4D~A > j.8D~D > jC7 > 214B Midscreen 3181 22 Anyone Easy 2C counter hit, work for both ground hit and anti-air hit.
If you cannot react fast enough to do 214D, this becomes an alternative.  
2C CH > 623D, (66)5C > 2C > 4D~A > (66)2D~D > j.B > j.C7 > j.214B You in the corner 3842 27 Anyone Easy 2C counter hit also gives a guaranteed Jakou follow-up, provided that you can react fast enough.
2C CH > 214D~C > ~ - - - - - By using Zaneiga, All combos regarding 3CCH will still work with 2CCH.
See below on how 3C combos work.

Throw Starter

Forward Throws
Combo Position Damage Heat Gain Works on: Difficulty Notes
6T > 623D Anywhere 2100 15 Everyone Easy Super basic throw confirm. Switches sides.
6T > 214D~66C, 666C > 5D~D > whiff j.2C2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3246 23 Everyone Easy Basic Throw BnB.
6T > 214D~66C, 666C > 5D~D > whiff j.2C665C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3451 24 Everyone Medium Modified route after 5D~D to make more damage.
6T > 214D~66C, 666C > 5D~B > j.5D~A66D~A > 664D~A > j.8D~A > 623D Midscreen 3110 22 Everyone Medium A twist for anti-bursting after 5D.
6T > 214D~66C, 666C > 5D~B > j.5D~A66D~A > 664D~A > j.8D~D > j.C7 > j.214B Midscreen 3262 23 Everyone Medium Above combo but end at aerial parts.
6T > 214D~C, 666C > 5D~A > 6D > 214D~66A, 665C > 2C > 2D~D > j.B > j.C7 > j.214B Corner 3413 24 Everyone Medium You can add dash on 214D~C if you feel the distance is too far, same for 6D.
6D is optional for damage.
6T > 214D~C, 666C > 5D~A > 666D > 623D, 3C > 214B~C You in the corner 3144 22 Everyone Medium Side swap into the corner into oki.
Depend on the height you might need to do 666D~A to wait for the height that Jakou needs to hit.
6T > 214D~C, 666C > 5D~A > 666D > 623D, 5C > 2C > hjc > j.C7 > j.214B You in the corner 3513 25 Everyone Medium It's quite damaging.
If you use D-pad or keyboard to do 9hjc, be sure to delay j.C or 236C will come out.
6T > 623D, 5C > 2C > 4D~A > (66)2D~D > j.B > j.C7 > j.214B You in the corner 3345 24 Everyone Medium If you hate hjc and need a simpler combo.
6T > 623D, 5C > 2C > 4D~A > (66)2D~D > j.4D~A > j.8D~D > j.C7 > j.214B You in the corner 3462 24 Everyone Hard If you hate hjc and need a more damaging combo.

Backward Throws
Combo Position Damage Heat Gain Works on: Difficulty Notes
4T > 214D~66C, 666C > 5D~D > whiff j.2C2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3246 23 Everyone Easy This follows your ordinary forward throw combos.
4T > 214D~66C, 666C > 5D~D > whiff j.2C665C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3451 24 Everyone Medium
4T > 214D~66B2C > 4D~A, 662D~D > j.B > j.C7 > j.214B You in the corner 2978 21 Everyone Medium Zaneiga will miss at corner, so we use 214D~B.
You got less damage from using backward throw when you are in the corner, so consider not doing that.
4T > 214D~66B665C > 2D~D > j.4D~A > j.8D~D > j.C7 > j.214B You in the corner 3106 22 ? Hard
4T > 214B~66B ▷ (66)5C > 2C > 4D~A > 662D~D > j.C7 > j.214B You in the corner 2934 21 Everyone Medium An alternative is to use the ordinary Jagai combos for safer route.
4T > 214B~66B665C > 2D~D > j.4D~A > j.8D~D > j.C7 > j.214B You in the corner 3027 21 ? Hard
Air Throws
Combo Position Damage Heat Gain Works on: Difficulty Notes
j.T ▷ 666C > 5D~A > 666D > 214D~66A, 665C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3176 22 Everyone Easy Ressenga gives you hard knockdown which is always your safest bet in combos.
j.T ▷ 666C > 5D~D > whiff j.2C665C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3234 23 Everyone Medium Damage.
j.T ▷ 6C > 5D~A > (66)6D > 214D~66A, 665C > 2C > 4D~A > 2D~D > j.B > j.C7 > j.214B Corner 3232 23 Everyone Medium You might need to delay 6C or it might only hit twice (it impacts damage but combo can still get going).
Do not dash 6C because it'll cause the combo to fail.
j.T ▷ 666C > 5D~A > 666D > 623D, 5C > 2C > 4D~A, (66)2D~D > j.C7 > j.214B You in the corner 3461 24 Everyone Medium 666D~A > 623D will cause the combo to fail due to timeout.

6A Counter Starter

6B Fatal Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
6BFC > 5C > 6C > 5D > j.2C > 665C > 3C > 214B~66B665C > 2C > 6D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 4116 29 Anyone Hard C|6C} isn't crouch only now if you got a Fatal 6B.
6BFC > 214D~A/214D~C > ~ - - - - - Fatal 6B stuns a lot such that you can do 214D~C (or A) afterwards.
For simplicity combo regarding 214D will not be listed (refer to other places).

3C Starter

Combo Position Damage Heat Gain Works on: Difficulty Notes
3CCH > 214D~C, 666C > 5D~A > 666D~A > 214D~66A, 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 4075 29 Anyone Medium Basic 3C punish combo.
3CCH > 214D~C, 666C > 5D~D > whiff j.2C ▷ (66)5C > 2D~A > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 4163 29 Anyone Medium Higher damage than above.
3CCH > 214D~C, 666C > 5D~D > whiff j.2C ▷ (66)5C > 2D~D > j.4D~A > j.8D~A4D~D > j.C7 > j.214B Midscreen 4230 30 Anyone Extreme Higher damage than above (twice).
3CCH > 214D~C, 5C > 2C623D, (66)5C > 2C > 4D~A > (66)2D~D > j.B > j.C7 > j.214B You in the corner 4558 32 Anyone Easy Sideswap.
3CCH > 214D~C, 5C > 2C623D, (66)5C > 2C > 4D~A > (66)2D~D > j.4D~A > j.8D~A4D~D > j.C5 > j.214B You in the corner 4620 33 Anyone Hard
3CCH > 214D~C, 6C > 5D~A > 666D~A > 664D~A > j.8D~A > 623D, j.6D~D > 214B~C You near the corner 3837 27 Anyone Medium Use when you need j.6D to get back to the corner.
3CCH > 214D~C, 6C > 5D~A > 6D~A > 214D~66A, 5C > 2C > 4D~A > 662D~D > j.B > j.C7 > j.214B Corner 4161 29 Anyone Medium Standard corner 3C punish combo.
Some moves do not need micordash so be aware of distance.
Refer to the 5C starter above, and remove the first 5C.
Refer to the 5C starter above, and remove the first 5C.
Refer to the 5C starter above, and remove the first 5C.

6C Starter

Meterless, Chain Starters

  • All the Chain will need to hit the Far version in order to be comboable.

5D Starter

j.6D Starter

Meterless, Special Starters

Weak Stance (214B)

Combo Position Damage Heat Gain Works on: Difficulty Notes
(214B)~A, 2A > 5C > 3C > 214B > 66A Anywhere 1555 12 Everyone Beginner For crouch opponents
Simple way to create oki off of an overhead Ressenga.
(214B)~A, 662A > 5C > 214B~66B, 665B > 5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 2354 18 Everyone Medium ~ Hard For crouch opponents
214B~A > 662A is a 3F link which need more practice.

Charged Stance (214D)

Combo Position Damage Heat Gain Works on: Difficulty Notes
214D~A, 665C > 6C > 5D~D > (j.2C) > (66)5C > 2D~D > j.4D~A > j.8D~A > 4D~D > j.C7 > j.214B Midscreen 3324 23 Everyone Hard (66) is optional depend on distance.

Others

Combo Position Damage Heat Gain Works on: Difficulty Notes
236C, 665C > 2D~D > j.C5 > j.8D~D > j.C7 > j.214B Midscreen 2570 18 Everyone Easy ~ Medium j.C 12 times, welcome back to BBCS.
236C, 665C > 2D~D > j.C5 > j.8D~D > j.C2 > vertical jc > j.C5 > j.8D~D > j.C5 > j.214B Midscreen 2720 19 Everyone Hard j.C but 17 times, because why not?

Houtenjin Combos

Combo Position Damage Heat Gain Works on: Difficulty Notes
5A/2A > 5B/2B > 3C > 236236B > 214D~66C, (66)5C > 2C > 4D~A > j.8D~D > j.C7 > j.214B Midscreen 3738 -31 Everyone Easy Your safest bet on damage.
5A/2A > 5B/2B > 3C > 236236B > 214D~66C, (66)5C > 2C > 4D~A > j.8D~D623D, 3C > 214B~C You in the corner 3845 -31 Everyone Easy Swap.  
214B (block) > A, 236236B, 6C > 5D~D > (j.2C), 665C > 2D~A > 4D~D > j.C7 > j.214B Anywhere 3368 -33 Everyone Intermediate If too close to Bullet, the (near) version of 5D will hit her instead of the (far) version, ruining the combo.

Combo Position Damage Heat Gain Works on: Difficulty Notes
5A/2A > 5B/2B > 3C > 236236B > 214D~66C, (66)5C > 2C > 4D~A > j.8D~D623D, 3C > 214B~C You in the corner 3845 -31 Everyone Easy Swap.  

Mizuchi Rekkazan Combos

100% Combos

Meterless, Overdrive Combos

Metered Overdrive Combos

Astral Combos

Misc. Combos

Crush Trigger (CT) Combos
Combo Position Damage Heat Gain Works on: Difficulty Notes
2A > 5B > 3C > CT > 665C > 2C > 4D > j.8D~D > j.C7 > j.214B Midscreen 2431 -20 Everyone Easy In case when you want to kill
and don't want to do (risky) Jagai combos.

Mizuchi Rekkazan (632146C) Combos

Midscreen Combos
Combo Position Damage Heat Gain Works on: Difficulty Notes
2A/5A > 5B > 5C > 2C > 632146C Midscreen 2922 -39 Everyone Easy
2A/5A > 5B > 5C > 2C > 236A, 632146C Midscreen 2847 -38 Everyone Easy
2A/5A > 5B > 5C > 214B~66B, 665B > 5C > 2C > 4D~A > j.8D~A (> 214B) ▷ 623D > 632146C Midscreen 3624 -32 Everyone Medium BnB ends with DD.
6T, 5D~B > j.6D~A > 66D~A > 664D~A > j.8D~A > 623D > 632146C Midscreen 3683 -31 Everyone Medium An anti-burst chain combo.

100% Combos

Midscreen Combos
Combo Position Damage Heat Gain Works on: Difficulty Notes
6T/4T > 236236B, 623D > 632146C Midscreen 3713 -99 Everyone Easy No one like burst, so here is the simplest anti-burst combo.
6A > 236236B, 214D~66C, 666C > 5D~A > 66D~A > 664D~A > j.8D~A623D > 632146C Midscreen 4960 -82 Everyone Easy Require at least 82 Heat.
6B > 236236B, 214D~66C, 666C > 5D~A > 66D~A > 664D~A > j.8D~A623D > 632146C Midscreen 5134 -80 Everyone Easy Require at least 80 Heat.
Same as above but it's a low.

Overdrive Combos

  • Combos that end in EA will have their damage list as Normal[Active flow]. Active flow is active during the whole combo in which its damage is listed in [].
  • Health means the most health you can have to perform this combo. Remember, less health = more OD time.
Midscreen Combos
Combo Position Health Damage Heat Gain Works on: Difficulty Notes
5C > 3C > cOD, 665C > 2D, 666A, 3C > EA Midscreen
Close to opponent
100% 3631[4796] 19 Everyone Medium Delay the 5C after OD or 6A would not hit.
5C > 3C > cOD, 665C > 6D > 214D~44A, 665C > 2D, 666A, 3C > EA Midscreen 50% 3948[4897] 23 Everyone Medium 665C > 6D > 214D~44A can be replaced as
5C > 6D > 214D~66A, but sideswap might happen.

Combo Theory

Microdashing

To put it simply, microdashing (Inputting 66, before a normal) is very important for Hazama. It is used for his BnBs, regular combos, pressure, OD combos, and will probably never leave. While this will be hard to learn, after enough practice, it will become second nature. Hazama's combos require different timings for the microdash to be buffered but are essential to know if you want to deal solid damage at different ranges. Such examples of microdashing are:

  • Combo Filler > 214B~66B > 665B > etc: The first microdash is done near immediately after Jagai(214B) makes contact with the opponent. The second microdash is done when Hazama lands and his coat is near fully fallen.
  • 5D~D > j.2C (Can be on hit or whiff) > 665C > etc: As soon as the j.2C makes contact with the opponent, the microdash is inputted. Same for it on whiff. As soon as it comes out, input 66.
  • 214D~A > 665C > 2C > etc: The microdash is buffered as soon as both Hazama and the target touch the floor.

For help landing a microdash B after 214B/D~B, check this playlist by Chickzama to see Hazama land it at various screen positionings at different speeds.

Mid-range Grounded Combo

Between the close range (when 5B can hit) and the far range (5D has longer hitstun) is the weakest range that you can have combos if you don't have the meter. Usually you will land ~>2B>3C>(either Jabaki or Jagai) to send them in the corner or prepare for the next okizeme.

When you have 50 meter, Hazama's combo game becomes viable in mid-range since you can always use Houtenjin to solve your problem.

Close-range Grounded Combo

Grounded combos at a close range usually use 214B~66B as a launcher. In the corner you can use 3C's knockdown to set up for more damage. As a cheeky example, you can loop 3C > 236A > 663C > 236A several times. Most combos will use 3C > 665C > 6C in order to set up 5D. Note that the microdash from a 3C > 236A string is very tight, so it may take time to get used to.

Launchers

Almost 90% of the time your combo will end in Jamenjin, namely ~>j.Cxn > j.214B, so it is important to know your launcher's option. The main ground-to-air launcher is the Jagai > dash Gashoukyaku (214B > 66B), charged Zaneiga (214D~C), and Gasaishou (236C) if you break their guard with command throw. If opponent is in hard knockdown (e.g. CH 3C, 214D~A), then 5C > 2C will do the job. Of course, if you feel that you could drop, you can always call Houtenjin (236236B) to help if you have meter.

Move Combo from Note
214B~66B Close 5B/5C/3C Your to-go combo launcher, but must be close to the opponent to follow-up with a microdash.
If opponent is on crumple after 214B, you can follow-up with 665A or 665B, with former being easier but less damaging;
If opponent floor bounced after 214B (mostly from 3C > 214B), you can follow-up with 665B or 665C. 665C is extremely difficult to pull off in midscreen, so it is advised to use it in the corner.
214D~C Forward/Backward throws
214B/3C/2C/6B counter
Houtenjin
A good launcher that is easy to combo afterwards. In long combo time, you can follow-up with 6C > 5D, and either whiff j.2C in midscreen or 6D in corners.
If in short combo time (e.g. 2A starter > ~ > Houtenjin), then you can just do 5C > 2C.
236C None (command throw) While also being a launcher, it is rarely used due to the low reward.
Can be followed up by 5C > 2C; For more damage, do 665C > 2D~D > ~.
A+B (25% heat gauge) 3C Crush trigger is almost never used due to bad proration, however it makes a free launcher after 3C and it can be used for safe kills.
236236B (50% heat gauge) Almost any ground moves
j.214B (knockdown)
Houtenjin can solve any problems.
Follow-ups are mostly 214D~C or 623D if anti-burst or side swap is needed.

Video Examples

BBCF2 HAZAMA combo collections


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