BBTag/Hazama

From Dustloop Wiki
< BBTag
Revision as of 02:06, 20 June 2022 by Shtkn (talk | contribs)
Overview
Overview

Hazama uses his Ouroboros chains to zip across the stage, either to approach his opponent or to run away. Once in, he can use his stance-mixups or his command grab to open them up and start in on any one of his myriad combo routes that lead into a j.214A ender, which places him in a great position to start everything over again.

At close range, Hazama is notably lacking. Although his tools are all decently fast, they barely cover any space. The ones that do, i.e. 2C and his 214s, all need resources to get damage off of. Due to this, its best to try to avoid close range footsies without some serious mind game trickery up your sleeve.

In general, with Hazama, you want to slip in, sneak in a hit, do some damage, then slip out. But if it allows you to maintain some scary pressure, then by all means keep staying in to confuse your foes even further.

Pros
Cons
  • Corner carry: Flexible combo routes with good corner carry.
  • Chains: His B normals give him a large amount of range to both control space and move about.
  • Anti-airs: Effective Anti-air game between Reversal Action, 2B, and Hungry Coils.
  • Mixups: Solid mixup options supplemented by his special moves including a command grab 214C.
  • Good Damage: High damage solo routing with meter and/or in corner, and even better with Resonance.
  • Pitiful Range: Embarrassingly small footsies range and normals, requiring him to close the gap often. Blockstrings are short, and hit-confirms are very distance dependent.
  • Weird Mobility: Limited chain angles and a slow step dash make getting close awkward.
  • Synergy: Nearly always wants a large, long range assist to get in. Hazama's own assists offer unique tools but are situational or offer poor reward.

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 chain. You can cancel the chain to catapult launch Hazama in that direction to quickly turn a stray hit into a full combo.

  1. Hazama's chains are mapped to his B buttons.
  2. Can only use 1 chain per jump.
  3. Press B a second time to launch Hazama, press B a third time to do a long range kick.
Hazama
BBTag Hazama Portrait.png
Health
17,000
Prejump
4F
Backdash
25F (1~7F Inv All)
Forward Dash
24F (Short) 33F (Long)
Unique Movement Options
Run replace with Forward Step Dash
Ouroboros
Fastest Attack
Reversals

Normal Moves

4A

5A

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5A 950×2 All 8 1(1)6 21 -8 B
5AA 1700 All 13 3 21 -5 B
5AAA 1500 All 15 2 21 -3 B
5AAAA 2000 All 13 4 44 -27 B

  • Short range normal, very high damage combo starter.
  • Special cancel-able on hit.

5A has short horizontal range and a long recovery, but is still a great button to have. It has the lowest P2 in Hazama's entire moveset besides 2C, making it his strongest combo starter in terms of damage reward. On hit you can continue smart comboing, or use 2C > Houtenjin to create tons of damage. Be careful, when using this on block when the opponent has 3 bars, as it gives the opponent the opportunity to punish you with pushblock super.

Also, this is not your poke. NOT YOUR POKE. NOT YOUR POKE.


  • 5AA is special cancel-able on hit

  • 5AAA is special cancel-able on hit.

On ground hit it does nothing special, but if hit in airborne the opponent will go sliding, leaving them untechable for a long time and allows you to follow up by 5B. Mostly you will do 5AAA > 5BBB > reland or JC, or just do Mizuchi to end the combo.


  • 5AAAA launches on hit.
  • Very unsafe on block.
  • Whiffs on smaller airborne opponents midscreen if you hit with the tip of 5AAA.

Only useful if you're trying to get the Cross Raid 1.5k or change characters, or you just want to be punishable.

5B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
5B 1500 All 17 Total: 64 -22 P1
5BB
5BBB 1500 High 8 7 14 H

  • Hazama throws out his chain as a projectile.
  • Pressing B again at any point will have Haz pull himself in to wherever the chain currently is.
  • Press B a third time to do a followup kick
  • Special cancel-able on hit or block.

Chains in BBTAG lack the deadzone of chains from other Blazblue games, making them excellent combo tools at any range.

The followup attack is mainly used as combo filler, but can be used as a VERY situational air-to-air due to its horizontal range. Can also be used to bait out anti-airs or DP's if you time it correctly and block as soon as you land.

5C

2A

2B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2B 1700 All 13 3 37 -21 B 8~(End of Active) H
2BB 1500 All 13 Total: 58 P1
2BBB
2BBBB 1500 High 8 7 14 H

  • 2B launches on hit.
  • May or may not be an anti-air.

Because your only upward moving chain is tied to using this move first, expect to use this a lot when starting air combos.


  • 2BB is special cancel-able on hit or block.

Throws a chain at a 65 degree angle. This may actually whiff on your opponent depending on the spacing when 2B hit.


  • 2BBB pulls Hazama in to the chain.
  • Cannot act immediately after pulling yourself in.

This will almost always pull you close enough to continue your combo.


  • 2BBBB is jump cancel-able on hit.

You may need to delay this button depending on both spacing and what kind of combo you're attempting.

2C

j.A

j.B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
j.B 1500 All 13 Total: 73 P1
j.BB
j.BBB 1500 High 8 7 14 H

  • j.B comes out at a great angle.
  • Can be used to pick an opponent up after Hungry Coils.
  • Can OTG.

Super aggressive angle makes this chain a great harassment tool, though lack of ability to cancel this chain means you're vulnerable when using it. Cover yourself with an assist if you can.
Pressing B immediately after the chain comes out will send you flying across the screen at a very slight upwards angle.


  • j.BB pulls Hazama in to the chain.
  • Cannot act immediately after pulling yourself in.

The follow up of the chain. Do note that the next follow up(jBBB) will NOT come out after a period of time(12F). Also due to the lack of other possible follow-ups, using this move too much could be predictable and will be easily anti-air'd.


  • j.BBB is jump cancel-able on hit.

Standard combo filler. One thing to note is that this move has some landing recovery when simply chaining in has none at all, so if you want to bait anti-airs, don't use this move as you get close to the ground.

j.C

j.2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All 13 Total: 73 P

  • For when the opponent is to close for j5B.

If the opponent is close enough for this to hit, they're probably close enough to punish you for using this if you miss, so use with caution.
Pressing B immediately after the chain comes out will send Haz across the screen starting at a more or less horizontal angle. Also called a "super air dash."

As of 1.50, the "super air dash" has been significantly slowed down. Don't rely on this too often. Instead, wait longer and press the B button. You'll fall down much faster and are in a position to use moves such as DP, 4A, or throw. Can be used to bait anti-airs if done this way.


Universal Mechanics

Ground Throw

5B+C

Rising Fang

5A+D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
2300 Air Unblockable 10 8 16+28L -30 B 1~13 All

  • Can be done after Jagai or Jasetsu, i.e. after the first hit of 214A or 236A, or while holding 214B or 236B.
  • If timed incorrectly, simply pressing D after 214A or 236A for an active switch/cross combo could accidentally get this move, even if A is released long beforehand.

Hazama's DP. Comes out very fast and slightly pushes Hazama backwards, but the recovery for it is a bit on the slow side and it horizontal range is a bit lacking so try to not whiff or have it blocked.

Due to how Hazama's meterless special moves (notably the A versions) are the most useful to active switch out of, be sure you time active switching correctly or else you will get this move accidentally.


Skills

Falling Fang

236A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
236A 1500, 1500 [1500, 2200] All, High 15 2(27~69)4 1+13L -1 B, H
236B 2200 High 30~64 4 1+13L -1 H

  • A does Jagai-Ressenga
  • A can be held to delay the attack, which gives the charged version of Ressenga.

Use partner skills or Houtenjin to follow-up on both the charged version and uncharged version. The timing for Houtenjin is strict (~4F), so practice is definitely needed.

The uncharged version can lead into unblockables with active switch for most of the cast. The sequence normally goes sandwich > Cross Combo > 236A > AS > fast low (normally 2A). This setup can be pushblocked on the first hit.

As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 236B instead despite getting the same visual effects. This means it can only link into houtenjin.

As a result, NEVER use the charged version of this move.


  • B does Ressenga Raw
  • B can be held to delay Ressenga

A fairly good overhead. However, using this move sticks him in place for 30+ frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish.

As of 1.50, this version of the move links fairly easily into 5A, though the link is tight if you dash beforehand. Useful in okizeme or active switch mixups.

Devouring Fang

214A/B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
214A 1500, 1500 [1500, 2200] All, Low 15 2(25~69)4 17 -4 B, F
214B 2200 Low 26~62 4 17 -4 F

  • A does Jagai-Zaneiga
  • A can be held to delay the attack.
  • This move is your friend in combos.

As of 1.50, the charged version of the move should reflect the B version. However, if you do the charged version by holding A all the way, you get the pre-1.50 version of 214B instead despite getting the same visual effects. This means it can only link into houtenjin.


  • B does Zaneiga Raw
  • B can be held to delay Zaneiga

Same as Ressenga, using this move sticks him in place for 22 frames, and he is in a counter hit state the entire time, so attempts to use this when being approached will cause you to eat a healthy punish.

As of patch 1.50, you can link into 5A and continue the combo fairly easily. It's so plus on hit that after you CC Active Switch, you can link this version into 4P.

Shadow Serpent

j.214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1800 All 13 Until L 16L 0 H

  • Hazama's Shadow Serpent (Jameijin) from Centralfiction.
  • On whiff, the recovery is cancelable into forward dash, normals, and specials.
  • Stops all horizontal momentum and causes Hazama to fall quickly to the ground.

As of 2.0, since the move become a special move, you can now cancel your chain or your momentum(especially 5BB) into this move (just like CF) and make a fast drop to do many things, including (but not limited to) baiting a Reversal Action and anti-airs, mix-up feints, and a lot of things. As in CF, you should never use this to hit an opponent who is below you from on high, as Hazama's leg has a massive hurtbox attached to it, meaning it can be countered by many attacks from the opponent.

Can be used as a combo ender to be closer to the opponent than j214B, but either option doesn't lead into the best okizeme.


Flying Sickle Thrust

j.214B


Extra Skills

Hungry Coils

236C

Bloody Fang

214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0×2 Throw 15~37 3 31 T

  • Hazama advances towards the opponent and performs a command grab that leaves them in a stun state. If close, he performs the command grab automatically without advancing.
  • Has grab invul against all grabs during startup, even moves such as Tager's GETB.
  • Has no actual damage if it connects.
  • Costs 1 bar of meter.
  • whiffing this shit will be the last mistake you make.


As of BBTAG 1.50, the damage scaling has been tweaked so you can get some decent damage routes from the command grab. The fast startup can easily catch your opponent off guard, but beware of its short range.

Links into 5C, making this move akin in damage to a standard non-super command grab. Useful for preventing bursts.

In 2.0, this command grab when linked into extra assault deals around 6.27k unburstable damage.

EX Flying Sickle Thrust

j.214C


Partner Skills

5P

4P

Vengeful Viper -> Rising Fang

6P

Hungry Coils

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 3300 All (18)+11 Total: (18)+53 T

  • Wallbounces and side swaps on hit.
  • Doesn't track, but very generous hitbox.

Only really useful during an air combo or after a launcher (or as a very situation anti air.)

If you REALLY need damage at the end of your combo, this move gives you plenty of time to pop Cross Combo and then immediately go for Eternal Coils, enabling you to get the enhanced super. If you are going to use Duo you should switch to Hazama as his Duo is the multi-target but less damage type, irrelevant if your partner character is of the same type.



Distortion Skills

Serpent's Infernal Rapture

236B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
3980 [4980] All 4+(40 Flash)+1 3 19+31L -32 B 1~Flash All

Serpent's Infernal Rapture, a.k.a Jayoku Houtenjin, is why Hazama is so scary once he gets 2 bar. Even the simplest midscreen combo you follow-up with after this will net you at least 8k damage. This super is best done after a normal or two because of the remarkably low P1. Most commonly, you'll see the following normals or chains of normals leading into this super: 5A, 5AA, 5A > 2C, JBBB, or any throw.

This is the main metered way Hazama can stabilize a hitconfirm into a heavy-hitting combo.

Usually, if your partner is still alive, then you should use partner skill instead of 236B+C if the damage has prorated too much. That being said, you have enough time after landing this super to raw swap into your partner character and continue from there.

Defensively, its fast startup means that it can potentially catch a plethora of safejump setups, and usually wins trades due to the massive launch.


Deals even more damage in Resonance Blaze while still having low P1. Confirming off from 5AA>2C>236+BC in corner and ending it with 2C>214+BC, as an example, nets you with at least 10k damage.

If you have enough bars, then at the end of the combo, you can do (2C > (some special) > Jayoku)*n > Mizuchi, creating a Hazama Airline, which will only let you go when you're dead.

  • If you screw up your rhythm, the combo drops.

Eternal Coils of the Dragon Serpent

214B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
500×10, 2900
[500×2, 250×24, 1250×2]
All 1+(30 Flash)+14 2 Total: 70 -46 P 1~Flash All
2~19 P

  • Tracks the opponent's location.
  • Has minimum distance that makes it whiff.
  • Can catch opponents in the air if they're close to the ground.
  • 20% minimum damage (100*10, 600)
  • Still not a low, stop trying to use it as a low.
  • Startup until active is completely invulnerable to projectile attacks.

Great combo ender. Can be reliably combo'd off from Hungry Coils or 2C in corner as a few examples. Can also be used as a situational punish against people who zone against Hazama, but be aware of its minimum range.


  • 20% minimum damage (100*2 , 50*24, 250*2)

Increased damage for an already great combo ender. Can lead up to at least 10k damage with the proper combos.

Distortion Skill Duo

Eternal Coils of the Dragon Serpent

P during Partner's Distortion Skill


Astral Heat

Hungry Darkness of 1000 Souls

222B+C


External References

Navigation

 Hazama
To edit frame data, edit values in BBTag/Hazama/Data.
BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins

Click [★] for character's full frame data

Essentials
HUDControls
The Basics
Movement/CancelingOffenseDefenseGaugesAttack Attributes
Detailed & Advanced Information
Damage/ComboFrame Data & System DataMisc
Archived Information
Patch Notes