Hazama is a captain of the Novus Orbis Librarium's Intelligence Department and the main antagonist of the series. In reality, he is Yuuki Terumi, a former member of the Six Heroes and the creator of the Azure Grimoire and by extension the Black Beast.
Hazama maintains a calm and quiet demeanor around most people, pretending to be harmless as a member of the Intelligence Department. He claims to hate fighting and prefers to avoid conflict. This, however, is simply a guise to his true nature. When people see through it, he shows his true colors as selfish and manipulative; destroying other people's lives and twisting their beliefs for his own gain. He has no qualms with killing those who get in his way, and does not seem to show any kind of remorse for his actions.
Named after a snake that eats its own tail, Hazama's Drive is manifested as a stretching chain in the shape of a snake. He can cover many different angles and distances by shooting a drive move. What's more is that, at any point during the chain's travel, Hazama can follow up by either retracting the chain (~A) or using the snake head as an anchor point to perform unique maneuvers (~B, ~C, or ~D). Most of the time, if the snake head hits the opponent, you can follow up by zipping in with ~D and linking an air normal to convert into a combo. However, there are certain distances, and it differs for each drive move, where the chain will cause minimal hit or block stun, so you must be careful not to try and hit your opponent with chains up close or in the particular chain's "dead zone."
When Hazama enters overdrive, the limiter on his chains is released, eliminating the aforementioned "dead zone" and also gives his chains double damage. He also gains a life-stealing ring that encompasses a large radius around him, meaning that anybody close to you will have their health slowly leeched away. The life-steal ring does not persist while you are in hitstun (i.e., being combo'd).
- Fast projectile that covers many angles
- Multiple movement options allowing for varied approaches
- Solid mix-up tools: command grabs, standing overheads and lows, safe-on-block normals
- Good, stable damage conversion that can be attained from most any hit
- Solid overdrive that adds both life drain and gradual damage to his offense
- Not much in the way of mid-range pokes outside of 2B or 3C
- No meterless reversal; relies heavily on defensive system mechanics and overall gameplan depends on heat amount
- Quite immobile without use of drive followups; has a set-distance forward dash and short air dashes
- Fast, anti-air useful against deep jump-ins.
- Whiffs on all crouching hit-boxes excluding Tager and Haku-men.
- Can occasionally hit Relius while crouch-blocking.
The priority and long reach of this normal makes it a very useful tool in many situations. The opponent can never carelessly jump in on Hazama, along with the ability to out-prioritize the cast's standing normals.
- Much shorter range than most of the cast's 5Bs.
- High frame advantage makes this move a staple in pressure strings.
5B, even with its short range is a very, very good normal. This normal allows Hazama to use stagger pressure like no other and turns him into a frame trap monster.
- Jump cancelable, very useful in pressure strings.
- Okay anti-air in some situations, because it has a high vertical hit-box.
5C has relatively short range, but is a great punishing tool as well as pressure tool.
- High-priority jab.
- Faster than most of the cast's 2As.
- +1 with a low attack level means that this normal is great for frame-trapping or tick-throwing with grab or command grab.
A very useful normal in pressure, with a lot of priority makes this normal very good. Probably one of the better 2As in the game. An insanely good pressure tool, useful for stagger pressure. The speed also helps Hazama get out of gaps in an opponents pressure strings.
- Very fast, low recovery.
- One of Hazama's longest reaching normals.
- Good for tick-throws.
- Makes Hazama's hurt-box shrink.
2B has good reach for how fast the normal is with relatively no risk throwing it out. The move recovers very fast and most any opponents button being pressed within the same range will be beat by 2B; however, the range is not great so you'll have to know your spacing. In pressure, it is a very fast low that is a essential tool in his mix-up. Not only because of the fast low, but because it is very easy to throw a very sneaky tick-throw if you 2B in deep. Finally it makes Hazama's hurt-box very small, which aids it in beating many more normals that one might not think it would.
- Head Invuln 8-15.
- A true anti-air with very large reward.
- Also useful in pressure.
Aside from being a very good anti-air with a great hit-box, 2C is useful in pressure strings as well. The move is jump-cancelable and also useful in some frame traps. Grounded counter hit launches opponents.
- 110% bonus proration
- Overhead that is very hard to see.
This overhead is very hard to react to, and has great reward off it when he has 50 meter. Cancel into Jayoku Houtenjin or link off a counterhit. Links into 5A as well on some taller characters like Hakumen and Tager.
- Slow normal used in pressure that when blocked puts Hazama in a great position.
- Can catch yomi blockers attempting to block 6A.
- Fatal counter on counter-hit.
Low with a startup that looks like 6A, making for a high/low mixup by default. If an opponent blocks this move, they have no other option afterwards but to block, or mash some kind of reversal. +3 is very strong and can definitely be very useful; however, this move is very slow and Hazama can be easily mashed out on before it connects, so use it sparingly.
- Okay frame-trap tool.
- Very good combo-filler.
This move is used in Hazama's more damaging combos due to untechable down and massive meter gain on hit. Outside of combo filler, it's an okay frame trap, but really it's good to create space with.
- Great reach, with great reward makes this a good poke.
- Not that fast, and with a lot of recovery, it is also very risky.
- Useful to end block strings.
As a poke it has deceptively long reach, and is a very good starter. Counter-hit guarantees a good combo even without meter. 3C has many uses in block-strings. Generally it is just used as a block-string ender; its primary use is to do 3C>Jabaki as a way to create space so you can return to neutral. When you've become mix-up heavy on someone this normal can surprise them, and catch them trying to jump or mash.
- Okay as approach sometimes.
- 50% Heat gain decay to combo per hit.
Hazama's loopable jump-in normal. Does not float as high as in Extend, so it's now possible to loop this into itself multiple times. Common method is to delay between each hit so a forward jump fits four normals instead of five, reducing float and proration.
Maximum of 2 stocks at a time.
180F cooldown to regain 2 stocks after last stock consumed.
1 stock regained on block, 2 stocks regain on hit.
Stocks are consumed upon using either B, C, or D cancels.
All of Hazama's Drive moves add 200% meter gain to the combo.
B cancel 27~ possible to cancel into various aerial moves.
C cancel 26F~ possible to cancel into various aerial moves.
D cancel 12F~ possible to cancel into various aerial moves.
|5D far (/OD)||500/1000||SOR||all||-||-||29||-||BP*||-||-|
Not the best of the chains that you can use, but good nonetheless. Really good for harassing characters without much air mobility. You can also use it on opponents who have been knocked away by midscreen Jabaki.
Most often, this chain will combo from Jabaki if you are far enough away from the corner but still close enough so that Jabaki wallbounces.
Sometimes, it's best not to chain in, especially on block where your opponent could punish you with an anti-air. Also good to use for further harassment at long distances or to play lame when you have a life lead.
Staple follow-up in combos in order to combo into another chain hit or Jakou.
Primarily an evasive follow-up. 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
|2D far (/OD)||800/1600||SOR||all||-||-||24||-||BP*||-||-|
This chain is good for evasive maneuvers. 2D~D will launch you sky high, and 2D~B will slingshot you from one side of the stage to the other.
In combos, you'll usually only see this chain used after Jayoku Houtenjin in the corner to keep the combo burst safe. Said type of combo is usually seen at the end of a match.
|6D far (/OD)||600/1200||SOR||all||-||-||27||-||BP*||-||-|
Good for keeping opponents on the ground or intercepting air-dashing opponents from afar.
After you hit with this chain, doing either Jakou or 4D is a good idea. If the opponent is close to the corner, though, you could always chain in and follow up with some air normals into Hirentotsu. Can also lead into a couple of j.C loops if confirmed correctly.
|4D far (/OD)||600/1200||SOR||all||-||-||27||-||BP*||-||-|
This chain is not all that good for zoning outside of a combo, and much like 2D it is good for running away.
4D~D after landing 5C or 2C on an airborne opponent, as this is your staple anti-air hitconfirm. Typically used to add damage before the last j.C loop of a given combo.
|j.D far (/OD)||500/1000||SOR||all||-||-||40||-||HP*||-||-|
This chain is fairly good. It has longer reach than ground 5D and isn't as fixed as 5D either (i.e. you can use it at different heights). Good for pressing grounded or aerial opponents. Can use to either keep opponents away or go in on them. Since chain follow-ups can be canceled faster now, j.5D~D into another aerial chain like j.6D or j.4D is quite the slick maneuver if you want to close the gap between you and your opponent.
Don't see this used in combos much, but if you land it on an opponent as a starter, don't be afraid to chain in.
|j.2D far (/OD)||500/1000||SOR||all||-||-||40||-||HP*||-||-|
This chain is good for those times that you're really high up in the air and you want to get back on the ground quicker or hit the opponent if they're directly under you. This chain has a deceptive horizontal hitbox, or rather, you wouldn't think it would hit opponents below you at certain positions to the left or right but it does.
This chain is used the least in terms of combos, but just like j.5D, be sure chain in if you land a good hit.
|j.6D far (/OD)||500/1000||SOR||all||-||-||40||-||HP*||-||-|
This chain is frequently used to approach/pressure opponents on the ground. Like j.5D it is also one of your best mobility options.
In combos, this chain is most commonly used after tossing an opponent into the corner with Jakou > RC or after Jabaki wallbouncing (far away).
|j.4D far (/OD)||500/1000||SOR||all||-||-||40||-||HP*||-||-|
This chain can be used to catch opponents who are dashing in on you and are close enough to where j.6D would not hit with maximum hitstun or would whiff entirely. It can also be used like j.2D to catch opponents while you are at high altitudes.
Also not seen in combos that much, but like j.5D and j.2D, it is completely valid as a starter.
|j.8D far (/OD)||800/1600||SOR||all||-||-||40||-||HP*||-||-|
Good runaway chain, but it is unlikely that this chain will connect outside of an OD combo.
j.C x 5 j.8D~D > j.2D xx j.214B during OD is where this chain can be used to tack on some damage at the end of a combo.
Sends the opponent flying up and forward. If you don't follow it up, it puts the opponent very far away. Meterless and without the corner, the only thing you can combo this into is Jakou. With heat you can super cancel into Houtenjin into a few j.C loops. In the corner you can special cancel link Zaneiga/Gashoukyaku or link 5C into corner j.C loops.
The midscreen wallbounce is a nice change to Hazama's backthrow, significantly increasing its midscreen comboability. Special cancel into stance then link Gashoukyaku (S) to go into a few j.C loops.
This throw works really well due to its range and is even more effective due to Hazama's movement options. There are many situations where Hazama can fly in and just catch people in the air.
Combo-wise, this throw hasn't changed a bit. Link Zaneiga or 5C if without meter, link Houtenjin for a bit more damage.
Hazama's other projectile. This move complement's Hazama's overall gameplan really well because it forces the opponent away from Hazama no matter how it connects (hit or block), and also leaves him at slight frame advantage to boot.
In short midscreen strings, you can use this after 3C to add some significant corner push at the cost of the oki options you'd get after a closer knockdown. It wallbounces aerial opponents in the corner, making it an easy way to convert normals into corner j.C loops.
Hazama's "stance" which contains some of his most powerful special moves and a command grab super. Every attack that you can do from this stance has a normal and a strong version (denoted by '(S)'). Follow-ups can be done from frame 7 onward. 'Strong' follow-ups are available after 51 frames.
New to Chronophantasma, Hazama can now dash during his stance. You can use this to position the follow-ups for maximum effectiveness, most notably to forward dash so his super command grab will connect. Follow-ups are immediately available during either version of Jakatsu.
A forward-moving, relatively fast overhead. Also used to end short midscreen combos after 3C for oki. The forward moving part is nice because it allows you to do an overhead in places where 6A wouldn't reach, especially if you get pushed out by barrier blocking.
Regular version does enough hitstun on crouchers to link 2A (or 5A on Tager). S version allows for link 2A regardless of standing or crouching.
|Gashoukyaku (S)||800*2||R||HL||9||2,6||33||-18||B||1-12 All||-|
An anti-air rising kick with a large vertical reach. Hazama's normal anti-airs are good, but this really takes the cake in terms of range and priority due to its invincibility. Because follow-ups cannot be done until the 7th frame of Jasetsu, this cannot be used as a reversal under normal wake-up circumstances.
The float on hit of this move has changed greatly since Continuum Shift, with the opponent coming straight down instead of flying away. The normal version of this move is now key to converting midscreen meterless strings into j.C loops. The strong version of this move can be linked after Houtenjin or midscreen backwards throw.
Hazama's other standing low. Slower start-up than the overhead but is viable in mix-up nonetheless, especially if properly spaced. This is also one of the strongest combo starters/extenders in Hazama's arsenal. Both versions have around the same comboability, the S version has better proration which in turn allows for longer or more damaging combos.
And then sometimes it's best not to do anything at all. Stance-cancelling is good if you think your opponent is going to mash out of your stance mix-up, or if you've been pushed far enough out that your follow-ups will whiff without forward stance dashing.
Wind Serpent's Fang
An aerial spike. Pretty much only exists to end combos or convert rogue air hits into knockdowns. If you tiger knee it, it can go over certain moves, though you should consider how risky it is to do that as opposed to just jumping and chaining in. Also completely stops air momentum at the cost of not being able to do anything until you land and also having landing recovery.
Hazama's normal command grab. Has slightly more range than his ground throws which allows you to do other normals into tick throws that you wouldn't normally be able to, namely dashing 2B. Upon a successful grab, it awards 5 heat and allows you to link anything with less than 11 frames of startup, most optimally it can be converted into 3C xx 214D~B into j.C loops.
A special chain that catches air opponents and flings them behind Hazama. Very risky to use as an anti-air, only use if you are hard-reading your opponent. Otherwise, it's a great way to change positioning during a combo and tacks on a good deal of damage.
If close to the corner, but not close enough to trigger the wallbounce, you can combo after this by RCing the second hit then following up with j.6D~D. On corner wallbounce, many things can be linked afterwards, even a raw Zaneiga, though most of the time it's safer just to OTG 5C into some ender.
Serpent's Infernal Rapture
Though not quite as potent as it was in Continuum Shift, this super is still good for getting higher than normal levels of damage, and is the best way to spend your meter on a combo for guaranteed damage. This is also Hazama's only real reversal, though it will still get counter-hit if an active move connects with your hitbox. Then again, that trade is likely in your favor, because they just got knocked sky high and are about to eat a ton of damage.
Eternal Coils of the Dragon Serpent
|200, 0, 500*8, 3200||R||all||1+15||2||54||-46||FP*||1-19P||-|
A combo ender. The initial projectile seeks and spawns at the opponent's feet. However, there is a minimum distance for this move, meaning that if the opponent is close enough, the initial projectile will whiff. Can also be used to situationally beat or catch projectiles like Jin's ice wave super, or Mu's 236D startup.
The Serpent's Unholy Wrath
|Orochi Burensou||0*2, 280*3, 57*9, 400, 800||R||T(80)||12+0||3||40||-||T||1-12 All||-|
|(OD) Orochi Burensou||0*2, 280*3, 57*17, 400, 800||R||T(80)||12+0||3||40||-||T||1-12 All||-|
|Orochi Burensou (S)||0*2, 280*3, 97*9, 400, 800||R||T(80)||12+0||3||40||-||T||1-12 All||-|
|(OD) Orochi Burensou (S)||0*2, 280*3, 97*17, 400, 800||R||T(80)||12+0||3||40||-||T||1-12 All||-|
New to Chronophantasma, Hazama now has a super command grab, as if he needed another command grab. Nevertheless, this is a welcome addition to Hazama's arsenal, going very well with the also new stance dash. It's invulnerable until its active frames and does some pretty good damage. This move makes stance forward dash very threatening and opens up more mix-up potential to really crumble your opponent. It can also be rapid-cancelled from the second hit onward.
Hungry Darkness of 1000 Souls
A situationally comboable astral, though it can still be combo'd into with many if not all of the same things as in Continuum Shift (6A/6B, 3C, Zaneiga, etc). It's also got a lot of invulnerability, so it can be used against very slow moves or in situations where you can do this on reaction like during the superflash of some move.
Keeping your opponent at bay and then coming in to close combat when they are reeling is the the basis of Hazama's entire playstyle. Because of his multiple long-range drives, his anti-airs, and his high-pressure combos, he has a nice set of tools for both fullscreen play and close range combat.
When playing Hazama, you'll want to consistently go on the offensive. Because he has to mostly rely on system mechanics to escape, and lacks reversals compared to other characters, your best bet is to keep applying pressure on your opponent. This is where Hazama really shines, as his movement options allow him to really punish the opponent when they slip up. Playing as Hazama involves two strategies - the long-range and the close-combat game. You only want to be at long range when setting up to move in, escaping, or getting ready to punish an approach; for the rest of the time you'll want to get in their face and start applying pressure as soon as possible. If you want to play it safe, the best way is to dart in with Ouroboros, initiate a combo, and fly back out in order to avoid reversal.
Without a meterless reversal, Hazama must rely on mostly system mechanics to escape pressure/oki situations. These include, rolls, quick getup, barrier, instant blocks, and barrier bursts. Hazama's normals are very good for challenging an opponent on the defense. Utilizing instant blocks correctly will greatly impact windows made for you to counter-attack on defense. On the other hand, using barrier/IBarrier to push your opponent out enough can give you a window to jump away, or back-dash. His back-dash in 1.1 is very strong and creates a lot of space. The more space you make the easier you can jump away from your opponent and fly away on your chains, or punish their approach with something. Returning to neutral with a character who has an advantage in neutral is generally a good idea. Finally, if all else fails he does have Houtenjin (236236B) as a metered reversal. It comes at high risk, but sometimes you might need to resort to it; additionally making your opponent respect the option may give you more windows to escape. The lack of defensive options outside of system mechanics, generally make it a good idea to hold onto your burst unless you can kill with the overdrive combo.
At neutral, it is best to use normals or Ouroboros to keep enemies from advancing or to close in. It all depends on how far or close you are from the opponent in a match as well as the specific playstyle of the opponent. Maintaining the balance during the match with his Ouroboros cancels or chain-ins, or closing the gap with his quick-short dash to deliver some short damaging combos and executing knockdowns is key.
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
- 5B > 3C > 214D~B xx dash 5A > 5C > j.C x 4 > 5C > j.B > j.C > dj.C x5 > j.214B
- Requirements: --
- Damage: 2533
- Heat Gain: 15
- 5B > 3C > 214D~B xx (dash) 5A > 5C > j.C x 4 > dash 5C > j.C x 4 > 5C > j.C x 4 > 5B > 5C > sj.C x 5 > j.214B
- Requirements: --
- Damage: 3435
- Heat Gain: 20
- 2A > 5B > 3C > OD Lv1 xx dash 5D > 214D~66B xx dash 5C > j.C x 4 > 5C > j.C x 5 > j.214B
- Requirements: --
- Damage: 3162
- Heat Gain: 19
- 2A > 5B > 3C > OD Lv1 xx dash 6D > 214D~66B xx dash 5C > j.C x 4 > 5C > j.C > dj.C x 5 > j.214B
- Requirements: --
- Damage: 3281
- Heat Gain: 20
- 5B > 3C > OD Lv1 xx dash 5D > 214D~66B xx dash 5C > j.C x 5 > dash 5B > 5C > j.C x 5 > 5B > 5C > j.B > j.C > dj.C x 5 > j.214B
- Requirements: --
- Damage: 4444
- Heat Gain: ??
- 5B > 3C > OD Lv1 xx dash 6D > CT xx dash 5C > 4D > 214D~66B xx dash 5C > j.C x 5 > dash 5B > 5C > j.B > j.C > dj.C x 5 > j.214B
- Requirements: 25 Heat
- Damage: 5099
- Heat Gain: -13
- 2A > 5B > 236236B xx dash 214D~66B xx 5B > 5C > j.B > j.C > dj.C x 5 > j.214B
- Requirements: 50 Heat
- Damage: 3818
- Heat Gain: -36
- 6A > 236236B xx dash 214D~66C xx 6C xx dash 5C > 2C > 4D > 214D~66B xx 623D
- Requirements: 50 Heat
- Damage: 4437
- Heat Gain: -33
- 6A > 236236B xx dash 214D~66B xx dash 5C > j.C x 5 > 5B > 5C > j.B > j.C > dj.C x 5 > j.214B
- Requirements: 50 Heat
- Damage: 4140
- Heat Gain: -39
- 5B > 3C > 236236B xx dash 214D~66B xx dash 5C > j.C x 5 > dash 5B > 5C > j.B > j.C > dj.C x 5 > j.214B
- Requirements: 50 Heat
- Damage: 5334
- Heat Gain: -36
- 5C > 236236B xx OD Lv2 2 214D~66B xx dash 5C(1) > 2C > 6D~A > 4D~A > j.7D~A > 623D xx 632146C
- Requirements: 100 Heat
- Damage: 6992
- Heat Gain: -67