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|| BlazBlue: Continuum Shift - Hazama Character Guide ||
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|| Copyright Alex Labins ||
|| Gamertag: Ctrlaltwtf ||
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CONTENTS:
[A-00]...Guide Description
| |
| [A-10]...Legal
| [A-20]...Glossary
| [A-30]...Suggestions/Advice
| [A-40]...Input Notation
| [A-50]...Update History
| [A-60]...Challenge Mode
|
[0-00]...Character Dossier
| |
| [0-10]...Special Characteristics
|
[1-00]...Hazama's Game
| |
| [1-10]...Advantages
| [1-20]...Disadvantages
|
[2-00]...Basic Moves
| |
| [2-10]...Descriptions
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[3-00]...Special Moves
| |
| [3-10]...Advanced Uses
| [3-20]...21478 Wing Serpent's Fang
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[4-00]...Ouroboros
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[5-00]...Distortion Drives
| |
| [5-10]...Serpent's Infernal Rapture
| | |
| | [5-11]...Forward Dash Cancel Serpent's Infernal Rapture
| |
| [5-20]...Eternal Coils of the Dragon Serpent
|
[6-00]...Combos - Linking Instructions
| |
| [6-10]...Hazama Combo Notation *VERY IMPORTANT!! READ THIS FIRST!*
| [6-20]...Ground and Air Combos
| [6-30]...Grip Combos
| [6-40]...Wall Combos
| [6-50]...Expert Hazama
| |
| [6-51]...Expert Ground and Air Combos
| [6-52]...Expert Grip Combos
| [6-53]...Expert Wall Combos
| [6-54]...Repairing Hazama's Combos
| [6-60]...Rapid Cancel
|
[7-00]...Astral Heat: Hungry Darkness of 1000 Souls
| |
| [7-10]...Input
| [7-20]...Masking
| [7-30]...Ideal Situations
| [7-40]...Astral Combos
|
[OMG]...Oh My God!! Hazama
|
[OMG-1] Tech Traps
[OMG-2] True Venom Sword Continuation
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[A-00] Guide Description -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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Hello and welcome, I am Alex and this is my second GameFAQs guide. This guide
is for people who want to learn to play "Hazama" in AKSYS Games newest addition
(at time of writing), BlazBlue: Continuum Shift. You'll find your way around
this guide using the Find function like other guides. When you search in Find,
you should type the opening bracket [ as well, I use the numerals as a referral
device sometimes so if you just search for "9-20" you might find my referral,
instead of the actual section. So search with "[9-20", not just "9-20".
The instructions in this guide assume that all players involved have already
gone through the basic moves on their characters and are comfortable inputting
them.
If I tell you watch out for a certain character's move, it's because I'm
talking from experience fighting experts, and I expect all enemies to be able
to pull them off easily.
There is no commandant that says "Thou Shalt Always Obey This Guide." Guides
are intended to give *GOOD* advice on how to play a character. The choice is
ultimately up to you, the player. Don't be afraid to try different combinations
of tactics other than the ones in this guide.
This guide is very comprehensive, if I say I'm going to show you how to get off
a certain move, I'm going to show you a LOT of ways to do it.
The goal in all my character guides is not to turn you into a competent player
of that character, it's to turn you into that freak that goes 40-0 in a player
match that makes people swear in awe when you perfect them and they say things
like "I didn't know that worked" when you combo them.
!!!!!!! LANGUAGE NOTICE LANGUAGE NOTICE LANGUAGE NOTICE LANGUAGE NOTICE !!!!!!!
This guide may use occasional profanity. It also uses the word "rape" as a term
regarding certain gameplay mechanics. If this offends you please do not read
this guide.
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[A-10] Legal -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
This guide is in no-way intended to be used for profit or commercial use. This
guide may in no way be copied onto sites other than GameFAQs, Neoseeker, and
GameSpot.
This guide is open for suggestion, but all edits and decisions are ultimately
decided by me, the writer.
BlazBlue: Continuum Shift, Hazama, and all other characters, images,
backgrounds, and gameplay elements are copyrighted Aksys Games and ARC SYSTEM
WORKS Co. Ltd.
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[A-20] Glossary -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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There are a lot of things to talk about in this game, and I'm going to use a
lot of terms I made up myself, so I've included this Glossary to let you know
what I mean. If you ever find a word I use and think "Huh?" simply refer here
to see what I meant. This Glossary also includes common BlazBlue terms.
NOTE: This Glossary is universal to all my character guides for BlazBlue, and
I highly recommend you review it before moving on as I will not waste
time explaining them in context. It is sorted into categories and then
alphabetically.
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| WORD MEANING \
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MOVES, HITS, AND COUNTERS
----------------------------------------
Astral Heat The ultimate move for each character, Astral Heats
will instantly win the game for you if they connect.
The catch is that they can only be used when your
opponent is below 35% life, you have 100 Heat, you have
a Burst Icon available, and you will win the match if
you win the current round. Abbreviated as AH.
Cancel Frame A certain specific interval in a move where it is able
to be interrupted, no matter if you hit or miss. Very
few moves have this. Jin and Haku-Men both uniquely
have this on every one of their C moves, Jin's sheath
will sparkle while Haku-Men has no obvious indication.
Hazama's "Venom Sword" has this attribute and it allows
him to utilize his most difficult combo.
Counter Hitting an enemy while they were trying to hit
you/perform another action, this will make them freeze
longer, allowing combos not previously possible.
Distortion Drive A superior move that generally deals massive damage but
also requires Heat. Abbreviated DD or Dist.
ECDS Eternal Coils of the Dragon Serpent (Hazama specific)
Fatal Counter A new addition to Continuum Shift, Fatal Counters occur
only when you score a counter hit with specific moves
with each character. Fatal Counters, or "Fatals",
increase the amount of time an opponent is stunned for
every hit that comes after it, allowing some truly
spectacular combos.
HD1kS Hungry Darkness of 1000 Souls (Hazama specific)
Heavy Hit A hit performed by a stronger attack, these freeze the
enemy even when they're not counters. Most 5B and 5C
moves count as a heavy hit. Notice the difference in
graphic and sound between Light and Heavy.
Masking This involves using the input of a move as part of the
input of an entirely separate move. It is very useful
for linking difficult inputs onto rapid moves and is
helpful for getting Hazama's difficult AH input off.
Light Hit A hit performed by a relatively wimpy attack, these
hardly freeze the enemy at all. The easiest example is
to simply hit someone with 5A. Observe the graphic.
SIR Serpent's Infernal Rapture (Hazama specific)
TECHING AND MOVEMENT
----------------------------------------
Air Locked Using some moves in midair causes your character to be
unable to move, attack, jump, or even sometimes block
until they hit the ground again. Unlike Falling though,
you are still in "control". If you need an example, use
Haku-Men's Drive in midair.
Bind Some moves knock an opponent to the ground but do not
let them tech for a short period of time. This is a
common result of many 3C moves and getting knocked
downward out of the air.
Falling Being in midair yet not able to control your character
as a result of being hit. Requires a tech in order to
recover. Can be considered the midair equivalent of
Stun.
Super Jump Performed by pushing 2 before a jump. i.e. 27, 28, and
29. The super jump jumps far higher than a normal jump
and manipulates many combos.
Stagger Some moves stagger an opponent on counters, which makes
them go into a vulnerable state that does not
automatically dissipate like stun. The victim of a
stagger is required to tech in order to recover or
they will crumple to the ground.
Stun The result of being hit. This is how long you are
unable to act after receiving damage.
Tech Pushing A, B, or C while staggered, bound, or falling
will make your character recover and return to a
battle-ready state. You can tech forwards, neutral,
backwards, and a special tech input on the ground lets
you simply stand up quickly. This special tech is
input as 2tech while on the ground.
Tech Trap This involves purposely allowing your opponent to tech
only to immediately get hit by one of your attacks,
usually a anti-air move or a command throw. By allowing
a tech to occur all damage scaling gets reset and you
can continue to do maximum damage.
Tager is the undisputed king of tech traps.
ATTACK PROPERTIES
-------------------------------------
Anti-Air AA for short, these moves cannot be blocked in midair
unless you use a Barrier Block. Some moves cannot be
blocked in midair at all.
Bevel Breaker When an this attack is blocked a guard bevel is lost.
Losing all Bevels results in a Guard Crush.
Damage Scaling As a combo progresses and adds more and more hits,
the damage of each hit will be more and more decreased
proportionately to how many hits are in the combo and
what kind of hits. As a general rule of thumb, the more
damage a hit already does, the less scaling it will
inflict on following attacks. 5A for example does
barely any damage and it reduces the damage of the rest
of the moves in the combo by a significant amount.
For the best Damage Scaling, use super quick light hits
for combo starting only and stick to powerful hits
afterwards.
Delay Pretty self-explanatory, but I'll still spell it out.
Delay is any pausing during a combo, rather than
performing all your moves as soon as possible. Delay is
something that must be mastered to use even Hazama's
most basic combos.
Evasion This means that a move has evasive properties against
the indicated direction, it does NOT however, provide
immunity. I abbreviate it with "Eva" usually, such as
"LowEva" or "HighEva"
Follow-Up I use this to mean that there are multiple options
after a certain move. So if I say 6A, follow-up. That
means there's far too many options to list that you
could do after 6A.
Full Hold I use this term to indicate that you should hold the
button down for as long as the game lets you.
Hold The attack button can be held down, usually at various
lengths to affect the move.
Immunity This means that a move has complete invulnerability to
the indicated direction, the enemy's attack will be
completely ignored.
True Damage Something that applies almost exclusively to Distortion
Drives, True Damage is the amount of damage a move does
when it cannot possibly be scaled any lower. Most moves
have terrible True Damage but some Distortions, most
commonly ones that involve an attack throw, have some
really nice True Damage, allowing them to do well even
at the end of a long combo.
Unblockable Pretty straightforward, the attack can't be blocked.
You block it, it still hits you, kapeesh?
Unstoppable This means that an attack cannot be interrupted until
it goes off. This does NOT mean unblockable. Hazama's
Astral Heat is, incidentally, one of these attacks.
Warm Up This means the time it takes between when a move is
started, and when it actually hits. Measured in frames
by the truly hardcore.
BLOCKING
------------------------------
Block By holding backwards your character will automatically
guard against oncoming hits from your opponent. By
holding down-backwards you will block while crouching
instead of standing.
Barrier Block The same as a block except you hold down A+B. This puts
up a barrier that makes your opponent get knocked
further away from you when they hit you which can mess
up their pressure strings. While barrier blocking you
CAN NOT be Guard Crushed, though you will still lose
bevels until you only have one left. Barrier block also
negates chip damage. Barrier block can also block
anti-air moves that normal block can't.
Barrier Burst (GREEN) The more common of the two Barrier Bursts, green Bursts
are performed by pushing A+B+C+D whenever you are being
hit by an attack that is not a Distortion Drive or Grip
hit. You are completely invulnerable during the first
frames of this move and your opponent is blasted very
far away from you, giving you room to recover. Any hits
that combo off of a Green Burst will have horrific
Damage Scaling and you are never allowed to actually
kill your opponent in a combo off of one.
Barrier Burst (OJ) Performed by pushing A+B+C+D. An orange Burst is only
possible to perform when you are not currently under
pressure from the enemy. It is a very unexpected move
and you are completely invulnerable during the opening
frames. Hitting an opponent with an Orange Burst sends
them flying upward and forward slightly, allowing easy
combos. You are able to kill your opponent after an
orange Burst, unlike a Green Burst.
Bevel The unit of measurement in the Guard Primer. Running
out of bevels results in a Guard Crush. Each character
has their own number of bevels.
Chip Damage Any special move in this game will inflict a tiny
amount of damage even if you block it. This is to make
rapid use of special moves against a turtling opponent
an option when you just need that one last speck of
life bar gone. Barrier and Instant blocks prevent this.
Guard Primer This is the meter near the center-bottom of the upper
HUD that displays many little icons called bevels.
Blocking certain exceptionally powerful moves will make
you lose bevels and losing all your bevels results in a
Guard Crush. The Guard Primer slowly regenerates bevels
over time.
Guard Crush Occurs when you run out of bevels. Guard Crush leaves
you vulnerable for an entire, agonizing three seconds.
Instant Block The supreme form of block, instant block occurs when
you push backwards a split-second before the attack
connects, rather than holding it down. You will be
rewarded with a small heat bonus that quickly adds up
on rapid hits and more importantly you are able to
counter attack much much quicker after an instant block
compared to a normal one. This prevents chip damage.
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[A-30] Suggestions/Advice -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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This is my second guide, so I am still very open to suggestions and
improvements. I thoroughly test every strategy and combo I suggest but there's
no guarantee I may have missed something.
Those wishing to make suggestions on improving the guide, such as new
strategies or typo/formatting errors should send their e-mails to:
[email protected]
..with the subject line "[guide] Improvement", in this case that would mean
"BlazBlue: Continuum Shift - Hazama Character Guide Improvement"
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[A-40] Input Notation -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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The way I input things is something that I learned first from Soulcalibur IV.
I prefer this method because it outlines the exact directions that need to be
inputted.
The numbers I will use to represent directions are in relation the numbers on
your numpad on your keyboard. (Unless you're on a tiny laptop of course, in
which case I suggest you google a picture of a numpad if you feel left out.)
A numpad is laid out like so:
7 8 9
4 5 6
1 2 3
So, for all direction inputs I give:
8 is up
2 is down
6 is right
4 is left
5 is neutral
9 is up-right
7 is up-left
1 is down-left
3 is down-right
So for a basic example, doing a quarter-circle backwards then pushing the C
button would be "214C"
I use this method because there are some inputs that aren't included in the
more standard abbreviated method "qcb" "qcf" etc.
For instance, 21478 moves (3-20) are ways I use Wing Serpent's Fang instantly
from the ground.
As always in fighting game notation, the input assumes the character is on the
left side of the screen.
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[A-50] Update History -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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2.0 Feburary 10th, 2011 - *Snazzier guide, misc. format changes.
*Removed "English" descriptions from Expert section.
If you're even trying that section you shouldn't
need them and they're a huge waste of space.
*Now you search with [#-# instead of [#_# it saves
you the need of pushing shift every time.
1.9 January 24th, 2011 - *OMG-1 has been completely revised. I highly suggest
you check it out if you already tried it before
and thought "Wow this is bad." Because it was.
*Added Arakune to the "Possible" list on OMG-2's
combo. It can be done!
1.8 January 11th, 2011 - *Character Dossier expanded.
*A few format changes
1.7 January 5th, 2011 - *By request there's now combo notations in "English"
now as well as inputs
*Usual fixes
1.6 January 3rd, 2011 - *New Glossary entries regarding a new game mechanic.
*Usual fixes
1.5 December 21st, 2010 - *Combo revisions
*Added a section specifically for forward dash SIR
*Some combos had "6A.A" in them instead of "6D.A"
1.4 December 15th, 2010 - *Added information regarding Valkenhayn
*Added Carl to the "possible" list for True Venom
Sword
1.3 December 2nd, 2010 - *More combo repair tips
*Revised a few confusing paragraphs
*Proofreading
*Never ending combo improvements
*"Serpent's Infernally Fatal Fang" had a incorrect
notation
*Behold, a true Venom Sword continuation. It's hard
as hell, good luck!
*Added the "Oh My God!! Hazama" section, with its
first additions, "Serpent's Infernal Rapture Grip
Traps" and "True Venom Sword Continuation" Enjoy.
1.2 November 21st, 2010 - *Added examples to input notation section in combos
*More combos (Expert section only)
*Added masking notation to all combos
*Yet more proofreading fixes.
*More Glossary entries.
*Some combos' damages were not correct.
*Made an even better/harder 10th Challenge.
1.1 November 13th, 2010 - *Typo Fixes
*Fixed some sentences where I mention Haku-Men when I
meant Hazama (I DIDN'T COPY PASTE I SWEAR!!)
*Updated the hits of 5C and 2C, they are not All.
*Fixed a few Expert combos that were not any
different from the regular ones
*Added more combos for linking SIR mid-combo.
*Some combo sections were not numbered correctly.
*Lo and behold, a better SIR wall combo.
*I have given you what you were all wishing for, a
combo that surpasses Challenge 10. 6-51
1.0 November 12th, 2010 - Guide Up
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[A-60] Challenge Mode -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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Challenge Mode is a new addition in Continuum Shift that demonstrates various
combos for each character. They range from the really easy to the extremely
difficult ones. However, like any good fighting game, it does not include the
very best combos available to each character. Almost every combo I perform on
Hazama is a better version of a basic combo in Challenge mode. I strongly
recommend you play through Hazama's challenges, it will help you get a basic
feel for his standard play.
Note that Challenge Mode and the Tutorial mode for Hazama really don't help at
all in learning to move around with him properly. For more info on that refer
to section 4-00.
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[0-00] Character Dossier -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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#Non-Spoiler#:
Name: Yuuki "Hazama" Terumi
Occupation: Captain
Birthplace: N/A
Birthday: April 29, N/A
Age: N/A
Race: Ghost
Blood Type: AB
Hit Points: 11,000
Likes: Silver things, Bubble baths, Boiled Eggs, general suffering of
others, Noel's cooking
Dislikes: Cats, vampires, loud noise, the Six Heroes, cats, cats
Weapons: Switchblades, Ouroboros, A sharp tounge
Theme Songs: Gluttony Fang, Nightmare Fiction (vs. Ragna), Endless Despair
(unlimited)
First and foremost, I must inform anyone looking to pick up Hazama that he is
much harder than most of the other characters to play. He is a skill character,
and requires extreme dedication to learn all his intricacies and can be very
off-putting for newcomers. Your skill directly affects Hazama; the better you
are, the better he is and very few things he does are simple or easy to do.
That being said, he also is one of the absolute highest "skill:reward" ratio
characters out there. I've scored more perfects on Hazama than any other
character simply due to how much my skill comes into the win-or-lose equation.
Now that that's out of the way, onto the bio.
Hazama is the main antagonist (so far) in the BlazBlue universe. His "real"
name is Terumi and you'll hear certain other characters call him this. Whenever
he "is" Hazama he speaks sarcastically polite and always has a smug grin on his
face. During his Terumi phobes he gets really vulgar and speaks aggressively or
yells things (and its awesome). A key tell to this "Terumi mode" is also
whenever he opens his eyes or loses his hat. For the sake of this guide, I will
almost always refer to him as Hazama.
Hazama has both the best, yet also the worst mobility in the entire game.
Everything about his movement is absolutely sad even compared to Iron Tager.
His air dash doesn't even travel far enough to pass your opponent in the
beginning of a match. He has a completely unique, if a little awkward
(at first), forward dash instead of a run. On the other side of the coin,
Hazama's Drive, Ouroboros, has unmatched mobility.
Ouroboros is capable of launching Hazama all over the screen at a whim, and is
by far the fastest movement any character is allowed except maybe Taokaka.
Technically, I do believe Hazama's actual movement speed after he launches
himself after Ouroboros is far faster than Taokaka's drive.
Ouroboros requires HEAVY knowledge to use effectively so refer to 4-00 for that
Overall Hazama is a very interesting mix of extreme short range and extreme
long range. Almost all his attacks have very minimal range but are also
extremely quick.
To counterbalance this, he uses his very long range Ouroboros to move in on his
opponents to bring his more powerful moves to bear.
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[0-10] Special Characteristics -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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Here I'm going to just list a few things about Hazama that are interesting of
note about him. This will be updated as I think of them.
1. At the end of any directional jump he always performs a little flip that
actually provides him with a teeny bit of evasion. Pause the screen to see.
2. His forward dash can be canceled with any move but not a jump. This is key
to gaining range on his moves, especially his distortion.
3. His forward dash puts him in a state considered equal to crouching. This
means it will avoid almost all 5As!
4. AHAHAHAHHAHAHHAHAHHHHHHHHHHHHHH! (better on the JP voice acting)
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[1-00] Hazama's Game -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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Control is Hazama's game. Zone control, speed control, pressure control,
projectile control, mix-ups; whatever it is, Hazama can do it.
Hazama will always have the advantage in any situation he initiates and I mean
beyond the normal frame advantage. He is capable of mixing up just about any
situation by using different moves, or simply canceling his attack and doing
something completely different.
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[1-10] Advantages -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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Hazama's forward dash at first seems very awkward but given enough practice a
skilled Hazama player realizes that it is probably the best use of
forward-forward in the entire game. It can be used to increase the range of
just about any move and can also prevent the enemy from being pushed away from
you. The latter technique can lead to almost endless pressure. On top of all
that good stuff, his forward dash also ducks most mids and all high hits. I've
even used it to dodge Tager's 720C in conjuction with Bloody Fangs.
Hazama's distortion drives are also some of the most powerful in the game, both
in terms of damage and situational usefulness. For the sake of simplicity, use
Serpent's Infernal Rapture to control close range encounters while using
Eternal Coils of the Dragon Serpent for long range ones.
Hazama has an awesome laugh (JP voice, ENG as usual is terrible).
In a rather surprising move, Hazama has been gifted with an 11,000 life total.
1,000 beyond the standard.
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[1-20] Disadvantages -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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Hazama's mobility and range are his main weaknesses. Practically every basic
he has is woefully outranged by any other character's equivalent. All of his
forward moves are also very awkward to get the hang off and can lead to some
very frustrating mistakes.
Hazama's air mobility is almost non-existent beyond his Drive, which you will
use for almost all mobility. His air dash is so sad in fact it can't even pass
an opponent at the beginning of a match (Haku-Men can not only pass you, but
land 3 steps behind you). His back dash provides such a small invulnerability
that it's usually not worth bothering except for placement.
Hazama's damage output can also feel severely lacking for how much effort you
will have to put into your combos compared to other characters (looking at you
Ragna..)
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[2-00] Basic Moves -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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Key
____________________________________________________________________________
|.| Term |.| Meaning |
----------------------------------------------------------------------------
| Mid Mid-hit, blockable by either stance. |
| Low Low-hit, blockable only when crouching. |
| High High-hit, blockable only when standing. |
| |
| All Usually vertical attacks, blocked in either stance. Cannot be |
| avoided by evasion. These moves also hit downed characters |
| even though they are not lows! |
| |
| MidL Mid-low hit, blockable in either stance but can be avoided by |
| low-evasive moves. |
| |
| MidH Mid-high hit, blockable in either stance but can be avoided |
| by crouching. |
| |
| Fwd This move evades hits in front of your character. This mainly |
| means that it makes your character step backward somehow. |
| |
| LEva Has low evasion. |
| |
| HEva Has high evasion. |
| |
| LHEva, etc. Has both high and low, etc. evasion. |
| |
| -X This is the force of the hit, which affects how long an enemy |
| is stunned and indicated by the graphics. |
| |
| L is light, H is heavy. F is Fatal, S staggers or binds the |
| enemy on counters. |
| |
| . Indicates a continual. This means that it's multiple hits in |
| the same move, it may or may not require additional input. |
| |
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*NOTE: Speeds are always relative to the specific character's moveset.
_____________________________________________________________________________
|.| POSITION |.| INPUT |.| HIT-X |.| DMG |.| IMMUNE? |.| SPEED |
|-----------------------------------------------------------------------------
|.| GROUND |.| 5A |.| MidH-L |.| 250 |.| NONE |.| Fast |
|.| GROUND |.| 2A |.| MidL-L |.| 150 |.| HEva |.| Fast |
|.| GROUND |.| 6A |.| High-H |.| 600 |.| NONE |.| Slow |
|.| MIDAIR |.| A |.| High-L |.| 220 |.| NONE |.| Fast |
|.| GROUND |.| 5B |.| Mid-H |.| 400 |.| NONE |.| Medium |
|.| GROUND |.| 6B |.| Low-H |.| 600 |.| FwdEva* |.| Slow |
|.| GROUND |.| 2B |.| Low-L |.| 450 |.| HEva |.| Fast |
|.| MIDAIR |.| B |.| High-L |.| 480 |.| NONE |.| Medium |
|.| GROUND |.| 5C |.| Mid-H |.| 280 |.| NONE |.| Fast |
|.| GROUND |.| .5C |.| Mid-H |.| 199 |.| NONE |.| Fast |
|.| GROUND |.| 5C_ALL |.| Mid-H |.| 479 |.| NONE |.| Fast |
|.| GROUND |.| 2C |.| Mid-H |.| 500 |.| High |.| Slow |
|.| GROUND |.| 6C |.| All-HS |.| 300 |.| FwdEva |.| Very Slow|
|.| GROUND |.| .6C |.| All-HS |.| 213 |.| FwdEva |.| Instant |
|.| GROUND |.| ..6C |.| All-HS |.| 213 |.| FwdEva |.| Instant |
|.| GROUND |.| 6C_ALL |.| All-HS |.| 726 |.| FwdEva |.| Very Slow|
|.| GROUND |.| 3C |.| Low-HS |.| 600 |.| HEva |.| Medium |
|.| MIDAIR |.| 5C |.| High |.| 600 |.| None |.| Fast |
|.| MIDAIR |.| .5C |.| High |.| 300 |.| None |.| Very Fast|
|.| MIDAIR |.| ..5C |.| High |.| 300 |.| None |.| Very Fast|
|.| MIDAIR |.| ...5C |.| High |.| 300 |.| None |.| Very Fast|
|.| MIDAIR |.| ....5C|.| High |.| 700 |.| None |.| Fast |
|.| MIDAIR |.| 5C_ALL |.| High |.| 1403 |.| None |.| Fast |
|.| MIDAIR |.| 2C |.| High-H |.| 500 |.| None |.| Medium |
-----------------------------------------------------------------------------
*6B has some very tricky forward evasion during the part where Hazama swings
his foot. Some hits, mainly lows, will actually miss him when they would've
normally hit him
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/
[2-10] Basic Moves - Descriptions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
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-------------------------------------------------------------------------------
INPUT DESCRIPTION
Rating
(1-5)
-------------------------------------------------------------------------------
5A - This is your straight-forward slapper. Very fast but people who are
*** crouching won't be hit by it and can punish you if they have good
reflexes or you accidentally use it too many times and they crouch
it.
6A - Hazama uses his 6A to get past low blockers. It is a high only
**** heavy hit, but very slow. It can only be cancelled with a distortion
drive, no exceptions.
2A - Basically 5A only lower, it cannot be evaded by crouching but low
**** evasive or immune moves will ignore it completely. Works very well
combined with Hazama's forward dash.
Also has a bit of high evasion.
Midair A - Standard super-quick midair poke. Not useful for much unless you're
*** really hurting on frame advantage.
5B - A pretty straight forward knee attack. It has mediocre range compared
**** to most characters but that is more due to Hazama's character style.
Comparable to a shorter range version of Ragna's 5B. This is the
standard combo fisher move for Hazama.
6B - One of Hazama's highly unique and awkward 6 moves. 6B has a delay
**** at the beginning where Hazama just poses. He then very abruptly
sweeps low with his foot. This attack can only be canceled with
Distortions, no exceptions.
I have found this to be an extremely good move to provoke your enemy
into prematurely counterattacking. They will try to punish you after
they block it but a 5B immediately after this will almost always get
you a counter on them instead.
This move is a bevel breaker.
2B - A quick, medium range low job that can combo into 3C on counters.
*** Hazama ducks extremely low during this, becoming high evasive.
Midair B - This move requires some explaining as it easily the most individual
***** MA5B in this game. It's a straight-forward kick that seems
deceptively simple at first. The truth is, this move is one of the
coolest midair moves in this game.
Upon closer inspection you will notice that Hazama swings his foot
around a second time, giving this move two hits. What's not so
obvious is that Hazama is allowed to freely turn around during this
second hit. This means Hazama will always swing towards his
opponent when you use this move, even when you're facing the wrong
way. The delay between both hits takes some serious getting used to
but mastery of this move makes from some ungodly cross-ups.
To see this action walk up to your opponent, input 9->6 to instant
forward air dash and then push 5B and watch Hazama swing his heel
around and smack his opponent in the face. This is not a strange
hit box, this was intentionally animated. Another thing to do is
super jump upwards and push 5B intentionally too early. You will
still hit your opponent with the second hit, pause the game to see
the unique frame.
This is NOT a odd hit box issue that you might think needs to be
patched, this was specifically included and animated for Hazama.
Again, pause the game on the second hit.
5C - The first move that makes people raise their eyebrows at Hazama. He
**** practically slices straight upward in front of him with no forward
movement at all. This actually makes it an excellent anti-air.
This move is actually two hits and choosing to cancel the second hit
can sometimes effect combos. It's generally preferable to let both
hits land. Use this instead of 5B whenever possible to start a combo
This actually misses downed enemies but can launch enemies that are
being downed but haven't fully crumpled yet.
2C - Hazama's actual designated anti-air, 2C is slower out of the gate
*** than 5C but it has a larger stun and launches the enemy higher.
This launches a few characters off the ground but it DOES launch
anyone's >FEET<. They must land face-up with their feet toward you
in order to launch them from a fully downed position! Obvious
exception is Tager.
6C - Probably the rarest move you will ever use on Hazama. 6C is very
**** very slow and is extremely difficult to hit anyone with due to it's
impeccable timing and placement requirement. The move actually
throws three separate knives that need to all connect for you to
combo with 5D, which is ideal. However if you are too close to your
enemy 5D will not stun the enemy when it hits. Being too far makes
them recover before 5D even hits at all. Very difficult move to
master but leads to amazing damage if it lands properly.
If you land this at close range continue the combo with a forward
dash followed by 3C or 5C depending on range.
This move is a bevel breaker.
You can always follow a counter hit with this with a fdcSIR.
3C - Highly comparable to a slightly slower, much more comboable version
***** of Haku-Men's 3C. You will use this constantly before Devouring Fang
to combo. Easily Hazama's longest range basic move.
Midair C - Another highly unique Hazama move. Midair C is actually 5 hits in
***** rapid sequence that require you to keep pressing the C button. You
can stop the sequence at any time but he has some recovery time at
the end of it that can be jump canceled. This is what you end almost</pre><pre id="faqspan-2">
all your combos with.
Midair 2C- A wide arc downward in midair. This is mainly what you will use to
*** start a combo as you're falling down toward an opponent. Notice that
I said "start", not "continue". Using this move in the middle of an
already initiated combo is a great way to crappify damage.
As you become more skilled you will begin to use the first hit of 5C
instead which does more damage and still combos but requires much
more precise timing.
This move is also designed to be highly cross-up capable, it swings
backwards much farther than forward.
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/
[3-00] Special Moves -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
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Hazama has an interesting array of special moves. One of his main signatures is
his ability to push A, B, C, or D to produce various effects from his Serpent's
Benediction stance or his Drive.
In a slightly odd design choice, A is used to cancel his Ouroboros while D is
used to cancel his Serpent's Benediction. It takes some getting used to but I
can understand how inputting D on Serepent's Benediction would seem kind of
strange for Rising Fang.
-------------------------------------------------------------------------------
NAME INPUT Damage DESCRIPTION
Rating
-------------------------------------------------------------------------------
Ouroboros #D Varies Hazama's Drive, this move always fires
***** Ouroboros in a straight line towards the
indicated direction. There are many, many
factors that affect Ouroboros so check
section 4-00 for more details.
Serpent's 214D None Puts Hazama into a stance, pressing A, B,
Benediction or C during this stance produces
***** different attacks. Pushing D immediately
cancels it. Each attack move produced by
Serpent's Benediction has a superior
version of itself when you wait half a
second or longer before pushing a button.
Rising Fang 214D->A 450(500) A swift leap forward followed by a strike
**** downward. This move can only be blocked
while standing and gains a good chunk on
distance on your opponent.
Falling Fang 214D->B 700(900) Hazama's anti-air. Falling Fang provides
***** invulnerability during the beginning of
it and cannot be blocked in midair except
by Barrier Block. Scoring a counter with
the superior version results in a Fatal.
Devouring Fang 214D->C 650(750) The opposite of Rising Fang, this attack
***** sweeps low and picks your opponent up of
the ground. It is used extremely often to
initiate an air combo. You can always get
the superior version off whenever you
could combo the normal one.
Serpent's Haste 214D->D 0 Simply exits Serpent's Benediction and
***** puts you back into idle stance. This is
very helpful for mix-ups and fake outs.
Hungry Coils 623D 0->1120 An extremely fast anti-air attack throw.
***** Hazama shoots Ouroboros out at a roughly
60 degree angle. This cannot be blocked
except by Barrier Block. It is actually
two hits and the first hit does no damage
Bloody Fangs 236C 0 Another unique Hazama move, Bloody Fangs
**** is a command throw that does nothing but
imitate a small Guard Crush on your
opponent. It can be followed up with many
moves to create a combo but comboing off
of Bloody Fangs results in heavy damage
scaling. It provides a very peculiar sort
of evasion against certain attacks,
mostly throws and mids. I've evaded
Tager's 720C with it to the enjoyment of
all.
Venom Sword 236D 450 This move is much faster than you'd think
**** at first glance. It's speed is comparable
to Hazama's 5B. It has excellent range
and scoring a counter hit sends your
opponent skidding across the ground. One
aspect of this move very few people are
aware of is that if you counter someone
with this and they are close to the wall,
they will bounce backwards off the wall
which leads to some very painful combos.
It is also useful for getting yourself
out of the corner when you are being
pressured.
Venom Sword also skid-launches enemies
who are simply falling. This means 3C can
be used to guarantee a skid, even during
combo. It can however, be teched early.
This move has a cancel frame when Hazama
touches his hat.
This is a bevel breaker.
Wind Serpent's MA 214B 400 An axe kick downwards and in front of
Fang Hazama. This is commonly used to end an
**** Aerial Combo and forces your enemy back
down onto the ground. Scoring a counter
with this always leads to combos.
This is a bevel breaker.
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/
[3-10] Special Moves - Advanced Uses -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
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Hazama has an excellent special movelist. Here are some advanced tactics for
the use of these moves.
-------------------------------------------------------------------------------
Tactic Name INPUT(S) DESCRIPTION
Rating (1-5)
-------------------------------------------------------------------------------
"Bloody Bloody Fangs!!" 2A The basic premise of this strategy is
*** 662A for use against people who get too
236C intimidated to do anything but block.
Trust me when I say that it happens
quite often against Hazama. Simply put
up a screen of pressure and after a
tiny delay throw out Bloody Fangs to
break through their obnoxious guarding.
2A followed by a forward dash 2A
repeatedly is a great way of pulling
this off. Watch out for people trying
to counter your 2A with something like
Haku-Men's Zanshin or Inferno Divider.
"Bloody Bloody Bloody 236C The damage this strategy deals to your
Fangs!!!!" 236C(pink) opponent can be large, but the
***** 2A psychological damage is even larger.
Delay You want to repeat Bloody Fangs
236C multiple times to try and get your
2A opponent to perform a grip break. Throw
66Grip out random 2As to provoke a Throw
Reject Miss. Once you get a grip off
combo as usual. It's a good way to
make people Burst for no reason at all
as well. Adding a delay after 2A will
make Bloody Fangs unbreakable and the
dash required to land your Grip makes
it green.
The main goal of this strategy is to
turn a Bloody Fangs combo into a real
combo to avoid Bloody Fangs' stiff
damage scaling.
Venom Sword Tech Trap 214B(counter) This requires you to be aware of your
**** Delay opponent's tech habits. Some people
632146C have a tendency to ALWAYS roll when
they are downed. They never neutral.
We can abuse this with a nasty tech
trap with Eternal Coils of the Dragon
Serpent. Simply delay a tiny bit after
Venom Sword and then input the DD. The
delay is necessary to hit people who
roll backwards, but is not necessary
for a forward roll. The delay traps on
both rolls however so it's always good
to include it. I've ended a lot of
games with this when my opponent is low
on HP and desperate to close in on me.
Venom Sword skid-launches enemies who
are falling as well. This means 3C can
guarantee a skid. The enemy can tech
much earlier when you do this however,
so be sure of your opponent before
trying it.
Grip Avoidance 21478B Try to bait an opponent into throwing
**** a grip at you and then perform Wind
Serpent's Fang immediately. People are
usually inclined to grip you as you
forward dash so use this move when you
would normally forward dash. Works very
well against Tager but watch out for
him adapting with Atomic Collider.
You can also use Bloody Fangs instead
which is more reliable but does less
damage.
Super SIR 2362366B By inputting a second 6 at the end of
***** SIR you will initiate a forward dash
before immediately canceling it with
SIR. This gives SIR a massive range
boost.
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/
[3-20] Special Moves - 21478 Wind Serpent's Fang -=-=-=-=-=-=-=-=-=-=-=-=-<
\
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21478 is used when you want to perform Wind Serpent's Fang instantly. You are
actually inputting the 214 part of the move before the jump.
In case you didn't realize, 21478 is a vertical semi-circle on the left side
of the D-pad.
It is extremely effective for dealing with Tager's backsteps and grips. You
will crack a huge grin on your face when you see him try to 720C you and you
instead score a counter with Wind Serpent's Fang.
Combining 21478 with Hazama's forward dash can be very confusing to an opponent
who is trying to interrupt your strings with grips, backsteps, or even jumps.
==============================================================================.
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/
[4-00] Ouroboros -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
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=============================================================================='
Hazama's OUroboros is used to enable him to move around the field. He is very
weak without being able to use it so it's crucial that you make your hits count
when you use it. It is one of the hardest Drives to punish in the game due to
the staggering amounts of ways Hazama can manipulate it to get himself out of
harm's way (and in your face, incidentally).
There's nothing quite so fun as using Ouroboros below Rachel, watching her try
to counter you with 2C in midair, then canceling Ouroboros with B and flying
out of harms way only to immediately land right next to a very punishable
Rachel.
------------------------------------------------------------------------------
Key Things to Remember: |
------------------------------------------------------------------------------
1. Hazama can fire four different directions. The angle is always the same but
the angle flips vertically when he is in midair.
2. 5D is a 0 degree angle.
6D is a 45 degree angle.
4D is a 75 degree angle.
2D is a 90 degree angle.
3. Ouroboros has a massive stun even off counter hit. This only works if the
target is sufficiently far away from you when they get hit though!!
4. 4D can almost always combo on itself twice. In a lot of my combos I will
combo it on itself 3 times.
5. You can continue Ouroboros with A, B, C, or D at any time. It does not have
to hit or even reach your opponent before you can do this.
6. Canceling Ouroboros with...
A retracts Ouborous, allows you to repeatedly use it on most combos.
B makes Hazama swing very abruptly upwards then very abruptly towards
Ouroboros. This is the most strange looking move and takes a lot of effort
to master your timing with it. Mastery of this results in you being very
difficult to hit in battle. I love avoiding Rachel's Midair 2C with this.
C causes Hazama to fly to the opposite side of Ouroboros' head. He will
move right through opponents during this.
D causes Hazama to fly towards Ouroboros' head with the intention of being
in the same horizontal location of the head within half a second. I know
that sounds strange but it makes more sense if you see it for yourself.
For example, use 5D then immediately cancel it with D and you will fly
almost vertically into the air. The longer you let Ouroboros extend the
less extreme your angle and speed will be.
7. Ouroboros causes you to freeze in place. No matter how fast your moving or
falling, it will completely stop your momentum. This is even applied to your
own Ouroboros cancels!
8. Close range drive cancels can gain you height. You can use this for limitless
air time!
9. Ouroboros can only be canceled twice unless you hit your opponent. It does
not matter if they block it. Your two cancels are refilled per hit but also
remember that when you cancel after regaining your cancels you automatically
lose one.
10. Both B and D cancels will not let you switch the direction you are facing
in midair. C cancel automatically switches.
11. Using an air dash after a B or D cancel will let Hazama switch his facing
direction. Any further B or D cancels after the air dash will automatically
switch directions.
12. Ouroboros is still considered a basic attack despite how special it is.
This means you can cancel it on hit with any special move including
Distortions.
==============================================================================.
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/
[5-00] Distortion Drives -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
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Hazama's Distortions summarize his character nicely. Extreme short range,
extreme long range.
==============================================================================.
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/
[5-10] Serpent's Infernal Rapture -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
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=============================================================================='
Probably your most commonly used Distortion on Hazama, this is his extremely
quick and short range Distortion Drive.
------------------------------------------------------------------------------
Description |
------------------------------------------------------------------------------
Input: 236236B
Damage: 2500 (500 True Damage)
Hazama rapidly performs a slight dash forward and then attacks his opponent
with a devasting kicking uppercut. This move only allows approximately 1 frame
of gameplay to pass before the hit goes off. Note that this means it is not an
instant frame move like Lambda-11's AH. This move's range can be significantly
extended by interrupting a forward dash with it. The input I like to use for
doing that is..
(236236)6[dB] the delay is almost impercecptible but it makes a huge difference
You only need to add the delay when your enemy is -really- far away. For
general use just make sure to push the B button very quickly after the second 6
or you will do 6B instead much to your displeasure!
This move launches enemy's completely off the screen, and they cannot tech
until they hit the ground. This allows you to perform just about any combo you
feel like afterwards.
The best combo I have found so far is:
236236B
Backstep
5D.D (opponent is barely not touching the ground)
Midair 5C (one hit)
l5C (both hits)
4D.A
4D.A
4D.D
5Cs
9
5Cs
214B
This does a total of 4846 damage. The triple 4D is extremely difficult but not
impossible without scoring a counter on SIR. Don't worry about that though
because you will rarely ever not score a counter with it.
If you are having difficulty with this combo see 6-54.
SIR has a terrible True Damage, don't try using it late in a combo unless you
have no other option. You can still use two in one combo however, so long as
you perform them both near the beginning of the combo.
==============================================================================.
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/
[5-11] Forward Dash Cancel Serpent's Infernal Rapture -=-=-=-=-=-=-=-=-=-=<
\
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This is a more expanded section specifically about combining Hazama's unique
forward dash with Serpent's Infernal Rapture. By canceling a forward dash with
SIR you can -significantly- increase its range, allowing advanced combos and
letting you punish people from much farther away.
------------------------------------------------------------------------------
Description |
------------------------------------------------------------------------------
When you successfully input a Forward Dash Cancel Serpent's Infernal Rapture
(fdcSIR) Hazama will seem to "slide" forward a few steps at the beginning of
the super-flash. How quickly you input the 236236 part of the input will affect
how much time you have to push the B button before it will default to 5B
instead of SIR. Note that you must always rapidly follow up the last 6 with a
second 6 in order to get Hazama to forward dash. I recommend pushing the second
6 and B simultaneously after a 236236.
There is a "super" version of this technique in which Hazama will slide REALLY
fast during the super-flash. I believe this is because it is executed with such
precision that SIR's default "move-forward" behavior is combined with your dash
for a huge bonus in range. There is one combo I have found that is possible
ONLY with a super fdcSIR on the challenging characters (OMG-2).
You can always follow up a 6C(counter) with a fdcSIR if you time your finishing
6B properly. Make sure not to push it too early and enter it after you see the
dash begin. At extreme range you will even need to push B near the very end of
your dash to ensure maximum range gain.
In most situations you will need to do this as soon as possible so it's best to
try and "combine" the movement of SIR and the forward dash.
==============================================================================.
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/
[5-20] Eternal Coils of the Dragon Serpent -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
------------------------------------------------------------------------------
Description |
------------------------------------------------------------------------------
Input: 632146C
Damage: 2380 (1480 True Damage)
This is Hazama's long range Distortion. At first it looks pretty plain, an
attack throw with a minimum range. What people don't know is that ECDS actually
tracks its opponent. It is >impossible to miss< with this DD so long as the
enemy is within vertical range and is not too close to you. This Distortion is
capable of snagging Jin out of a ice car even when he's already zooming towards
you.
Eternal Coils of the Dragon Serpent has a MUCH better damage scaling formula
than Serpent's Infernal Rapture. If you don't plan to continue a combo after
the hit, try to end the combo with ECDS instead of SIR. Also notice ECDS's
excellent True Damage, making it an extremely viable combo ender.
You become totally invulnerable after you land a succesful hit with ECDS. This
means that if you grap someone who's currently shooting a projectile at you the
projectile will go right through you.
==============================================================================.
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/
[6-00] Combos - Linking Instructions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
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The thing you really came to this guide for, Combos.
------------------------------------------------------------------------------
LINKING - What Special Moves can successfully link off of what |
------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Ouroboros
SPECIAL NOTE: Ouroboros is not used for close range comboing, instead I am only
listing move that Ouroboros can cancel out of, whether it combos
or not is irrelevant.
- Basic Moves: 5A, 5C, 2C <- LEARN THIS!!
- Grips: Either
- Special Moves: None
-------------------------------------------------------------------------------
Bloody Fangs - Basic Moves:
-Independant: 5A, 2A, 2B
-Counter Only: 5C (first hit only)
- Grips: None
- Special Moves:
-Independant: None
-Counter Only: Superior Rising Fang*
NOTES:
Bloody Fangs always requires you to be as close as possible to
the opponent before trying to link off of something.
*Requires a forward dash
-------------------------------------------------------------------------------
Venom Sword - Basic Moves:
-Indepedant: 4B, 5C, 2C, 3C
-Counter Only: Ground Ouroboros*, 4B, 6C
- Special Moves:
-Independant: D. Fang, Serpent's Infernal Rapture
-Counter Only: Superior R. Fang, F. Fang
NOTES:
Not used for comboing.
*Need to be in range for Venom Sword (duh)
-------------------------------------------------------------------------------
Rising Fang - Basic Moves:
-Independant: 3C
-Counter Only: 4B, 5C(one hit), 6C (3 hits)
- Special Moves:
-Independant: Serpent's Infernal Rapture
-Counter Only: 5C, 2C
NOTES:
Used for starting high-only combos, not continuing anything.
-------------------------------------------------------------------------------
Falling Fang - Basic Moves:
-Independant: 4B, 2C, 3C
-Counter Only: 5C (one hit), Anything except 6C
- Grips: None
- Special Moves:
-Independant: D. Fang, Serpent's Infernal Rapture,
-Counter Only: R. Fang
NOTES:
Used for invulnerability and starting a counter combo, not used
for continuing.
-------------------------------------------------------------------------------
Devouring - Basic Moves:
Fang -Independant: 3C
-Counter Only: 4B, 5C (one hit)
- Grips: 4+BC throwing opponent into wall*
- Special Moves:
-Independant: Serpent's Infernal Rapture**
-Counter Only: F. Fang***
NOTES:
If you can link Devouring Fang, you can link Superior Devouring
Fang. I have never found an exception to this rule except on
bizarre, pointless combos.
*Requires proper distance
**Requires you to move forward an appropriate distance depending
on how you were placed when you landed SIR.
***Requires forward dash
-------------------------------------------------------------------------------
Hungry Coils - Basic Moves:
-Independant: Ouroboros, 4B, 5C, or 2C when opponent is in
midair
-Counter Only: None
- Grips: B+C
- Special Moves:
-Independant: Serpent's Infernal Rapture
-Counter Only: Falling Fang
-------------------------------------------------------------------------------
Wind - Basic Moves:
Serpent's -Independant: 5C*, Midair B or Midair C
Fang -Counter Only: 4B*, 2C*, Midair A
- Grips: None
- Special Moves:
-Independant: Serpent's Infernal Rapture**
-Counter Only: D. Fang, F. Fang**
NOTES:
Only ever link this on anything besides a midair hit because you
want a cool looking finishing move.
*Requires a 21478 input. See section 3-20
**Requires a forward aerial dash
-------------------------------------------------------------------------------
Serpent's - Basic Moves:
Infernal -Independant: Any ground hit except 6C
Rapture Any air hit immediately before landing
-Counter Only: Any ground hit* and any air hit before landing
- Grips: Either grip
- Special Moves:
-Independant: Anything except R. Fang, F. Fang, and Venom
Sword
-Counter Only: Anything, you heard me, anything.
Where there's a will, there's a way with Hazama
NOTES:
*Falling Fang and 6C require you to be close to the enemy and a
forward dash
-------------------------------------------------------------------------------
Eternal Coils - Basic Moves:
of the Dragon -Independant: None
Serpent -Counter Only: 6C
- Grips: 4B+C
- Special Moves:
-Independant: Hungry Coils*
-Counter Only: Venom Sword**
NOTES:
*Hungry Coils needs to hit the opponent at a high enough height
in order to provide enough delay.
**Venom sword is a tech trap, not an actual combo. See Venom
Sword Tech Trap in Advanced Uses (3-10)
-------------------------------------------------------------------------------
==============================================================================.
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/
[6-10] Hazama Combo Notation *VERY IMPORTANT!! READ THIS FIRST!* -=-=-=-=-<
\
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!!!READ THIS I HAVE TO NOTATE SOME THINGS SPECIALLY FOR HAZAMA!!!
Whenever I just type "D" or "midair D" that means use the proper direction and
cancel for Ouroboros that depends on your position. Hazama can be anywhere on
the screen during this and he can still get it to work so there's no definite
direction/cancel that's the right one for the job.
A "." means a continuation. This is used for Ouroboros and Serpent's
Benediction but I will also use it for movement inputs that need to be input
before a move such as forward jumping and forward dashing.
Examples: 214D.A
9.5C
If I ever add "S" onto the end of a move it means "Superior" in other words the
glowy blue aura needs to show up on the move, this mostly only applies to
Devouring Fang and Falling Fang.
Examples: 214D.CS
214D.BS
For the sake of space Hazama's midair 5C will be notated as 5Cs when I mean all
5 hits. I will use a NUMBER instead of s when I mean a specific amount of hits!
I will use 5C1 to also reference a ground 5C but only letting 1 hit land.
Example: 5Cs, 9.5Cs
5C1, 7.5Cs
"l" will be added before a move to indicate that you perform this immediately
after you land on the ground. This is used most commonly for a landing 5C.
Examples: 5C1, l5C
B+C(miss), l236236B
I will add "d" to the beginning of any input that requires a delay, this is
because so many of Hazama's moves do so that typing "delay" over and over would
take up too much space. The amount of "d"s I include indicates how large of a
delay with only one d being incredibly small.
Examples: 236236B, ddd632146C
214D.CS, d5C
If something has "66." before it that means you need add a forward dash before
the move and cancel it with the indicated move.
Examples: 214D.CS, d66.5C
Make sure to pay special attention to any combinations of all these special
notations such as 5C2, ld5C, 2C, d4D.dA. Yes, Hazama can get that complicated.
Examples: 236236B, 66.214D.ddCS, 66.d5C1, 2C, 4D.A, 4D.D, 5Cs, 9.5Cs
Inputs in parentheses are masks. Inputs in brackets are the finshing moves for
previously masked inputs. For more information on Masking refer to the
Glossary at A-20.
Examples: (236)5B[236B] for an instant 5B->SIR
(23623)66[B] for a forward dash SIR cancel.
This is your last chance to give on Hazama because you think he is way too
difficult and confusing.
..
Still here? Good, start Endless Despair, now let's do this:
==============================================================================.
------------------------------------------------------------------------------'
/
[6-20] Ground and Air Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Hazama is a character that does not differentiate at all between air or ground.
If he lands a combo hit in midair, he'll zoom onto the ground and start a
combo. If he lands a combo hit on the ground he'll do a combo that launches
himself into the air. Because of this I am not differentiating between the two
for Hazama.
Their may be combos I deem to be "wall rape" or "grip" style combos. Make sure
to read the other combo sections too.
Unless I put "(counter)" in the input, assume all these combos work regardless
of counters.
Difficulty is always a comparison to the rest of the specific character's move
set. "Easy" things on Hazama are usually harder than most combos from other
characters.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
"Falling Fang Continuation"
1. 214D.B(counter), 6D.A, 6D.A, 623D, 66.3C
Falling Fang(counter), Forward D (A), Forward D (A), Hungry Coils, Forward
Dash, 3C
"Bloody Fangs Continuation"
2. 236C, ddd5C, 3C, 214D.CS, dd66.5C, 2C, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
Bloody Fangs, Neutral C, 3C, Devouring Fang (super), forward dash,
Neutral C, Crouching C, Backwards D (A), Backwards D (D), Jumping C (all),
jump cancel, Jumping C (all), Wind Serpent's Fang
"Wind Serpent's Fang Continuation"
3. 21478B(counter), l214D.CS, dd66.5C, 2C, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
Wind Serpent's Fang (counter), land, Devouring Fang(super), Neutral C,
Crouching C, Backwards D (A), Backwards D (D), Jumping C (all), jump cancel
Jumping C (all), Wind Serpent's Fang.
"Standard Midair Ouroboros Continuation" - Opponent is on the ground
4. Midair D, l66.5C, 3C, 214D.CS, dd66.5C, 2C, 4D.A, 4D.D, 5Cs, 9.5CS, 214B
Midair D, land, Forward Dash, Neutral C, 3C, Devouring Fang (super),
Forward Dash, Neutral C, Crouching C, Backwards D (A), Backwards D (D),
Jumping C (all), jump cancel, Jumping C (all), Wind Serpent's Fang
"Falling Fang Fatal"
5. 214D.BS(fatal), dd66.6D.A, 6D.A, 6D.A, 623D, dddd66.3C
Falling Fang (fatal), forward dash, Forward D (A), Forward D (A),
Forward D, Hungry Coils, Forward Dash, 3C
"Standard Kill 'Em Dead"
6. 5C, 3C, 214D.C, dd66.5C, 2C, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
Neutral C, 3C, Devouring Fang, forward dash, Neutral C, Crouching C,
Backwards D (A), Backwards D (D), Jumping C (all), jump cancel,
Jumping C (all), Wind Serpent's Fang
7. "Super Standard Kill 'Em Dead"
6C3(counter), d5D.D, B+C(miss), l5C, 3C, 214D.CS, dd66.5C, 2C, 4D.A, 4D.D,
5Cs, 9.5Cs, 214B
Forward C (3 hits counter), Neutral D (D), Midair Grip (miss), land,
Neutral C, 3C, Devouring Fang (super), forward dash, Neutral C, Crouching C
Backwards D (A), Backwards D (D), Jumping C (all), jump cancel,
Jumping C (all), Wind Serpent's Fang
8. "Mizuchi-Rekkazan!...AHAHAHAHAHAHAHAHAHAAAA"
5C, 3C, 214D.CS, dd5C, 2C, 4D.A, d623D, dddd63214C
Neutral C, 3C, Devouring Fang (super), Neutral C, Crouching C,
Backwards D (A), Hungry Coils, Eternal Coils of the Dragon Serpent
9. "JAYOKU HOOOUUTENJIN!!"
236236B(counter), forward dash, 214.ddCS, d5C, 2C, 4D.A, 4D.D, 5Cs, 9.5Cs,
214B
Serpent's Infernal Rapture (counter), forward dash, Devouring Fang (super),
Neutral C, Crouching C, Backwards D (A), Backwards D (D), Jumping C (all),
jump cancel, Jumping C (all), Wind Serpent's Fang
10. "My 10th Challenge is so much cooler than everyone elses'"
6C3(counter), 5D.D(236), B+C miss, l[236B], Backstep, 6D.A, d623D,
ddd66.3C, 236236B, 66.214D.dCS, d5C, 2C, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
Forward C (3 hits counter), Neutral D (D), Midair Grip (miss), land,
Serpent's Infernal Rapture, backstep, Forward D (A), Hungry Coils,
forward dash, 3C, Serpent's Infernal Rapture, forward dash,
Devouring Fang (super), Neutral C, Crouching C, Backwards D (A),
Backwards D (D), Jumping C (all), jump cancel, Jumping C (all),
Wind Serpent's Fang
Are you confused about my inputs? YOU DIDN'T READ WHAT I TYPED UNDER THE COMBO
HEADER RAAAWR (6-10)
Damage Hits Difficulty Rating
----------------------------------------------------------------------
1. 2027 6 *** ***
2. 2048 22 *** *****
3. 2646 18 ** ***
4. 2648 21 *** ****
5. 2977 7 *** ***
6. 3270 20 ** ***
7. 3944 24 **** ***
8. 4407 21 **** ****
9. 4636 18 *** ***
10. 7990 27 **** ****
==============================================================================.
------------------------------------------------------------------------------'
/
[6-30] Grip Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
A grip combo is a combo that always includes a grip at some point. This means
they are ALWAYS breakable and not guaranteed.
However, grips are not affected by damage scaling at all.
A major downside to grip combos is that double-pink grips are usually useless
against a skilled player. They can totally decimate noobies though.
Hazama is a insane gripper. He can mix up all kinds of things into grips and
insert random pokes to provoke Throw Reject Misses with ease. Whether on the
ground or the in the air, watch out for Hazama's grips.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "I only use this on the small people that my 4B+C doesn't work on.."
B+C, 6D.A, 623D, dddd66.3C
Grip, Forward D (A), Hungry Coils, forward dash, 3C
2. "Barrier Burst...I hate Barrier Burst."
4B+C, 63214C
Backwards Grip, Eternal Coils of the Dragon Serpent
3. "My favorite part is kicking them in the gut."*
4B+C, 5D.D, d5C2, l5C, 2C, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
Backwards Grip, Neutral D (D), Jumping C (2 hits), land, Neutral C,
Crouching C, Backwards D (A), Backwards D (D), Jumping C (all),
jump cancel, Jumping C (all), Wind Serpent's Fang
*Doesn't hit small hitbox characters. Ironically, this includes Hazama
himself. You can really just mash C after you cancel Ouroboros if you're
having difficulty.
Damage Hits Difficulty Rating
----------------------------------------------------------------------
1. 2381 6 ** **
2. 2614 13 * ***
3. 2937 21 *** ***
==============================================================================.
------------------------------------------------------------------------------'
/
[6-40] Wall Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Wall combos are only possible when you are shoved in a corner with your
opponent, with your opponent's back to the wall. They are usually very damaging
and repetitive, and gave rise to the term "wall rape."
Wall combos on Hazama can be very difficult, only the easy ones are listed here
so refer to the Expert Wall Combos (6-53) for the more advanced ones.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "Falling Fang Combo"
214D.B(counter), 4D.A, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
Falling Fang (counter), Backwards D (A), Backwards D (A), Backwards D (D),
Jumping C (all), jump cancel, Jumping C (all), Wind Serpent's Fang
"Venom Sword Wall Combo"
2. 236D(counter), 66.5C, 2C, 4D.A, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
Venom Sword (counter), forward dash, Neutral C, Crouching C,
Backwards D (A), Backwards D (A), Backwards D (D), Jumping C (all),
jump cancel, Jumping C (all), Wind Serpent's Fang
Damage Hits Difficulty Rating
----------------------------------------------------------------------
1. 2246 15 * ***
2. 3414 18 *** *****
==============================================================================.
------------------------------------------------------------------------------'
/
[6-50] Expert Hazama -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Ohhh you wanted to learn how to ACTUALLY play Hazama, my mistake. These combos
are mainly variations of the previously mentioned combos but they have twists
on them that make them harder to perform but they do more damage in the end.
They all include massive risk, messing up just one hit can ruin the entire
combo and you will lose a lot of damage.
I was a little hesitant to include this section at first, as I am currently
about the only one I know that plays Hazama with these combos (Yes I know that
everyone likes to say that, but this time I mean it). I write this with the
risk of vat growing a bunch of storm trooper versions of myself, but my desire
to provide you with the best Hazama possible eventually won out.
==============================================================================.
------------------------------------------------------------------------------'
/
[6-51] Expert Hazama - Expert Ground and Air Combos -=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
"Expert Falling Fang Continuation"*
1. 214D.B(counter), dd5D.D, 5C1, l5C, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
*This is kind of hard to explain but here goes: they need to be slightly
higher than "barely not touching the ground". It comes with practice.
"Expert Midair Ouroboros Continuation" - Opponent is on the ground
2. Midair D.C, 5C1, l66.5C, 3C, 214D.CS, dd66.5C, 2C, 4D.A, 4D.D, 5Cs, 9.5CS,
214B
"Expert Wind Serpent's Fang Continuation"
3. 21478B(counter), l214D.CS, dd66.d5C, 2C, 4D.A, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
"Expert Falling Fang Fatal"
4. 214D.BS(fatal), dd5D.D, 5C1, l5C, 4D.A, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
"Venom Sword Trap"*
5. 236D(counter), 96.6D.dD, l665C, 4D.A, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
*This is not a combo, it is a trap for people who do not realize they can
tech Venom Sword's skid. Know your opponent. The air dash is not necessary
when very close to your opponent.
"Expert Kill 'Em Dead"
6. 5C, 3C, 214D.CS, d66.5C, 2C, 4D.A, 4D.A, 4.D.D, 5Cs, 9.5Cs, 214B
7. "Super Expert Kill 'Em Dead"
6C3(counter), 5D.D/C, 5C1, l5C, 3C, 214D.CS, 66d5C, 2C, 4D.A, 4D.A, 4D.D,
5Cs, 9.5Cs, 214B
8. "Barrier Burst? *trollface*"
236236B, backstep, d632146C
9. "JAYOKU HOOOUUTENJIN!!"
236236B(counter), backstep, d5D.D, 5C1, l5C, 4D.A, 4D.A, 4D.D, 5Cs, 9.5Cs,
214B
10. "BARRIER BURST?? *GABENEWELLFACE*" - Catch the enemy after their Burst*
236236B, backstep, 5D, enemy Bursts, d632146C
*Letting the opponent touch the ground causes this to fail. I only
recommend using 5D because any smart opponent knows that bursting on a 4D
or 6D is a bad idea because they will know that they cannot block on the
way down and that you will just hit them again. 5D is very unexpected
though.
11. "(super) JAYOKU HOOOUUTENJIN!!"*</pre><pre id="faqspan-3">
6C3(counter), 5D.D (236), B+C miss (236), [lB], backstep, 5D.D, 5C1, l5C,
4D.A, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
12. "What do we do when we're already in a combo? JAYOKU HOOOOUUTENJIN!!"
5C, 3C, 214D.CS, d5C, 2C, 4D.A, 4D, 623A, ddd66.3C, 236236B, backstep,
d5D.D, 5C1, l5C, 4D.A, 4D.D, 5Cs, 9.5Cs
13. "Serpent's Infernally Fatal Fang"
214D.BS(fatal), walk forward ever so slightly, 6D.A, 6D.A, 623D, (236236),
[6B]*, Backstep, d5D.D, 5C1, l5C, 4D.A, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
*SIR will only hit the enemy as the bounce upward ever so slightly off the
ground after Hungry Coils. Works easily on Tager without the need for the
bounce timing.
14. "10th Challenge? Heh, I can do better than that."
6C3(counter), 5D.D(236), B+C miss (236), [lB], backstep, d6D.A, 623D,
d(236236)[6B], Backstep, dd5D.D, 5C1, l5C, 4D.A, 4D.D, 5Cs, 9.5Cs,
214B
15. "Why do you have to keep making challenge 10 harder!!"
6C3(counter), (236236), [6B], backstep, d6D.A, 623D, (236236), [6B],
backstep dd5D.D, 5C1, l5C, 4D.A, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
Damage Hits Difficulty Rating
----------------------------------------------------------------------
1. 2300 18 *** *****
2. 2692 22 *** ****
3. 2786 19 ***** *****
4. 3309 19 *** *****
5. 3491 18 **** ***
6. 3648 21 ***** *****
7. 4122 26 **** *****
8. 4325 12 **** ***
9. 4846 19 **** *****
10. 5143 13 ***** *****
11. 5557 23 ***** *****
12. 5577 30 ***** *****
13. 5670 24 ***** *****
14. 8114 26 ***** *****
15. 8372 26 ***** *****
==============================================================================.
------------------------------------------------------------------------------'
/
[6-52] Expert Hazama - Expert Grip Combos -=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
A grip combo is a combo that always includes a grip at some point. This means
they are ALWAYS breakable and not guaranteed.
However, grips are not affected by damage scaling at all.
A major downside to grip combos is that double-pink grips are usually useless
against a skilled player. They can totally decimate noobies though.
Hazama is a insane gripper. He can mix up all kinds of things into grips and
insert random pokes to provoke Throw Reject Misses with ease. Whether on the
ground or the in the air, watch out for Hazama's grips.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "My favorite part is doing more damage than the standard version of this."*
4B+C, 5D.dD, 5C1, l5C, 4D.A, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
*Second 4D will not hit small characters.
"Pardon me. Coming through."
2. 236C, dd236C, dd2A, d236C, 2A, 6.4+BC, Combo 1
"Did I mention I REALLY hate Barrier Burst?"
3. Either B+C, 236236B, Backstep, d632146C
4. "Grippin' away, grippin' away, grippin' away now."*
214D.C, d5C, 2C, 4D.ddD, B+C, 4D.dD, l2C, 4D.ddD, B+C, repeat
*You can throw in random pokes to get some Throw Reject Misses
5. "Haha, bet you didn't think I could do this on a grip as well!"
Either B+C, 236236B, backstep, 5D, Enemy Bursts, d632146C
6. "It's like a buy-one-get-one-free"****
B+C, 6D.A, 6D, 623D, ddd66.3C, 236236B, backstep, d5D.D, 5C1, l5C, 4D.A,
4D.D, 5Cs, 9.5Cs, 214B
*Costs 50 heat, returns 50 heat, you should never not use it.
7. "This is what my forward grip is for."*
B+C, 6D, dd623D, dd(23623)66[B], backstep, d5D.D, 5C1, l5C, 4D.A, 4D.A,
4D.D, 5Cs, 9.5Cs, 214B
*You can add a second 6D at the beginning of this combo against some
characters but not all. The craziest thing about this combo is that it
costs 50 heat but returns 45 heat. Use it whenever possible
Damage Hits Difficulty Rating
----------------------------------------------------------------------
1. 3117 20 **** *****
2. 3117 Varies ***** *****
3. 3863 14 *** ****
4. Varies Varies **** *****
5. 4480 14 ***** *****
6. 5219 16 ***** *****
7. 5335 24 ***** *****
==============================================================================.
------------------------------------------------------------------------------'
/
[6-53] Expert Hazama - Expert Wall Combos -=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
These are some of the crazier wall combos you can do as Hazama.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
"Venom Sword Wall Combo - Close Range"
1. 236D(counter), d5C, 2C, 4D.A, 66.2D.A, 2D.D, 5Cs, 9.5Cs, 214B
2. "Falling Fang Fatal Wall Combo"
214D.BS(counter), 6.4D.A, 66.4D.A, 66.2D.A, 2D.A, 2D.D, 5Cs, 9.5Cs, 214B
"Serpent's Infernal Rapture Wall Rape"*
3. 236236B, walk backward ever so slightly, 214.DCS, forward dash underneath
falling opponent, 5C, 2C, 4D.A, 4D, 623D, ddd2B, 5C, 2C, 4D.D, 5Cs, 9.5Cs,
214B
*I am currently experimenting with this combo, looking to see if this is
the best possible damage. So far I cannot find a combo that does more that
does not take extra heat.
4. "Venom Sword to Serpent's Infernal Rapture Wall Combo"
236D (counter) near wall, (236236)[6B], 214.DCS, forward dash underneath
falling opponent, 5C, 2C, 4D.A, 4D, 623D, ddd2B, 5C, 2C, 4D.D, 5Cs, 9.5Cs,
214B
Damage Hits Difficulty Rating
----------------------------------------------------------------------
1. 3414 18 **** *****
2. 3450 17 ***** *****
3. 5410 25 ***** *****
4. 5939 26 ***** *****
==============================================================================.
------------------------------------------------------------------------------'
/
[6-54] Expert Hazama - Repairing Hazama's Combos -=-=-=-=-=-=-=-=-=-=-=--=<
\
------------------------------------------------------------------------------.
=============================================================================='
So Hazama's combos can be fiddly little buggers. Are you tired of finally being
able to get that triple 4D off only to have your midair attacks miss because
you overshot your opponent in the wrong direction? How about when you finally
got your landing 5C out fast enough but the 4D was too close to the opponent so
it didn't stun them?
This is the section for you.
The following is a list all the various bits of manipulation that you can use
to make that fiddly combo start working. I will update as I think of more.
------------------------------------------------------------------------------
Key Things to Remember: |
------------------------------------------------------------------------------
1. Whenever an opponent is locked by Ouroboros you can delay your cancel. This
will cause the still stunned enemy to rise upwards and backwards. Always
remember that this applies even when you're shooting Ouroboros downwards.
2. You do not always have to follow up 5Cs in midair with a 9 jump. Sometimes
a 8 jump or even a 7 jump will perform the combo when 9 will cause your
next flurry of 5Cs to miss. This will come naturally with practice.
3. Adding a small delay before inputting D after 4B+C lets Ouroboros extend
longer. This can make the 5C1 > l5C easier.
4. After a 5D.D on the ground during one of your Falling Fang or Grip combos,
you can delay your midair 5C1. This will cause you to fly further and your
opponent further up and backwards. It will usually cause you to end up on
the other side of the screen as well.
5. The faster you hit an opponent after a Devouring Fang, the higher they will
be in the air when it's time for that 4D.
6. Your opponent falls noticably faster after a Serpent's Infernal Rapture if
they were in midair or already being comboed.
7. 5B in midair is better at stopping your sometimes crazy momentum instead of
5C. You can cancel 5B into 5C and jump at anytime to also stop you zooming
too far.
8. As a general rule, you can begin your forward dash when the enemy's face
smacks into the ground during after Hungry Coils.
9. If you are close to the enemy during a Devouring Fang, you can forward dash
underneath the opponent and switch sides. You will end up extremely close
to them after the switch. Being at point blank range will cause most enemy
characters to fly over Hazama's head regardless if you dash or not.
10. During your standard midair 5Cs, 9.5Cs combo ender, you may not be lined up
properly with your opponent. You will sometimes have to replace 9 with 8 or
in some extreme cases even 7. This comes very easily with practice.
==============================================================================.
------------------------------------------------------------------------------'
/
[6-60] Rapid Cancel -=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
The only real use for a Rapid Cancel on Hazama is turning the "Venom Sword Tech
Trap" combo into a real combo instead of a trap. Simply rapid cancel on the
Venom Sword hit and perform that combo as usual.
The only other thing you will really ever use Rapid Cancel for on Hazama is
preventing punish and doing silly but cool finishing moves.
==============================================================================.
------------------------------------------------------------------------------'
/
[7-00]...Astral Heat: Hungry Darkness of 1000 Souls (HD1kS) -=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
------------------------------------------------------------------------------
Description |
------------------------------------------------------------------------------
Hazama's game winning Astral Heat. During this move Hazama becomes completely
invulnerable to everything. He is vulnerable during the end of the attack if he
does not land the Astral Heat.
During the attack Hazama summons many snakes (Ouroborosi?) in a wall of hits
upward. It covers the entire vertical space of the screen and has a horizontal
hit box that is roughly twice as large as Hazama's own horizontal hitbox.
If Hazama lands a hit with this Astral Heat it begins his winning cutscene in
which Hazama "transforms" into Terumi and summons hundreds (1000?) Ouroborosi.
It ends with a gigantic Ouroboros lunging towards the screen in some actually
rather sad 3D animation that looks like it came from 1996.
The best part about this Astral Heat is hearing Hazama laugh insanely and
seeing him as Terumi.
Not to mention it's the most practical and usable Astral in the game. See 7-40.
==============================================================================.
------------------------------------------------------------------------------'
/
[7-10]...Astral Heat: Hungry Darkness of 1000 Souls - Input -=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
Input: Winning Round, Enemy is Below 35% HP, 100 Heat, Burst Icon Available
1-63214-3D (infinity symbol->D)
Wow, look at that weird input. The first impression I got from Astral's Heat
was "I can't believe how useless this is" due to it's input and it's lack of
any special qualities. It can even be blocked in midair without a barrier.
My second impression? "Holy shit this is the best Astral Heat in the game!"
Read on.
==============================================================================.
------------------------------------------------------------------------------'
/
[7-20]...Astral Heat: Hungry Darkness of 1000 Souls - Masking -=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
This is what makes Hazama's Astral Heat so amazing: The ability to combo it in
just about any combo he has via Masking. This is the only Astral Heat in the
game that can cancel literally any basic move except 6A, 6B, and 6C.
Masking is the process of slipping in the Astral Heat's inputs during other,
usually neutral moves, then ending the string with a simple 3D and performing
the Astral Heat.
It takes a little while to wrap your head around it but once you get the hang
of it you will be amazed how awesome it is. You will be able to cancel the
first hit of 5C with your Astral Heat. For comboing directions see 7-40
==============================================================================.
------------------------------------------------------------------------------'
/
[7-30]...Astral Heat: Hungry Darkness of 1000 Souls - Ideal Situations -=-<
\
------------------------------------------------------------------------------.
=============================================================================='
These are the ideal times to use your Astral Heat, sorted from best to worst:
1. During any combo. (seriously, not kidding, 7-40)
2. Your enemy just performed a midair attack above you that they will not be
able to recover from in time.
3. Your enemy is about to rush towards with an attack. Examples include Hell's
Fang and Carnage Scissors.
4. The opponent is trying to camp you as you stand up.
==============================================================================.
------------------------------------------------------------------------------'
/
[7-40]...Astral Heat: Hungry Darkness of 1000 Souls - Astral Combos -=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
Hazama is one of the very few characters in this game that can effortlessly
combo an Astral Heat on -any- move.
If you can perform your Astral and you land a comboable hit, end the game with
style!
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Arranged Top to Bottom: Coolest to not as Cool (who cares about damage?) |
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Input
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"Behold! The 1337 Astral Heat combo!"*
1. 5A, 5A, 5B, 3C, 214D.C, 66.5C1, 2C, 4D, 1-63214-3D
2. "Wow how do you do that?!" "I'm just that fast *shades*"**
(1-6-63214), 5C1(counter), [3D]
"Falling Darkness of a 1000 Souls"
3. 214D.B(counter), 5D.D, 5C1, l5C1, 4D, 1-63214-3D
4. "Venomous Sword of 1000 Souls"
236D(counter) near wall, (1-63214), 5C1, [3D]
5. "4B+C of a 1000 Friend Requests after the Match"
4B+C, 5D.ddD, 5C1, l5C1, 4D, 1-63214-3D
6. "I can't do combo 4 I always end up doing Hungry Coils instead :("***
4B+C, 5D.D, dd5C2, l1C, (1)D****, [63214-3D]
7. "Wind Serpent's Hungry Darkness"
21478B(counter), (1)66[3214-3D]
8. "Bloody Fangs of Darkness"
236C, (1-63214), 5B, [3D]
9. "Rising Fang of Darkness"
214D.A(counter), 66.2A, 5B, 3C, 1-63214-3D
10. "It's easy and I don't care."
Anytime during any combo at close range on the ground, 3C, 1-63214-3D
11. "It's really easy and I really don't care."
4B+C throw opponent into corner at close range, 1-63214-3D
OR
B+C near wall, 1-63214-3D
*The damage counter freezes on "9 hits, 1337 damage" during the entire
Astral Heat cutscene, winning this combo 1st place.
**Only works on counter for 5C, works whenever with 5B. 5C does not work on
all characters as well, so replace 5C with 5B for less coolness and more
dependability. Works well after an enemy misses a move like Magna Tech
Wheel.
***Bear in mind that your direction will reverse during this combo!
****This actually performs the same function as 2 EXCEPT using 1 serves as a
mask for the Astral Heat!
Damage Hits Difficulty Rating
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1. 1337 9 **** ******
2. whocares whocares ***** *****
3. whocares whocares ***** *****
4. whocares whocares ***** *****
5. etc. etc. etc. etc.
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/
[OMG]...Oh My God!! Hazama -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
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This is it, the pivotal section of absolutely insane Hazama stunts. Do not read
this unless you are prepared to take the plunge into the depths of hell (or
something like that).
Adding more as it comes to me, like everything else...
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/
[OMG-1]...Tech Traps -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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The first step on our quest to the absolute destruction of our opponents, the
tech traps Hazama uses are much more fiddly than other characters, but they can
be extremely difficult to predict, much less prevent.
Note that I have these listed in specific combos, but they can used at anytime
you can set yourself up for them. That might sound vague but if you're even
reading this section you better be comfortable with Hazama already anyway.
What's so awesome about these traps is whenever you cancel Ouroboros with C
your opponent will tech and end up facing the WRONG direction!
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Arranged by No Particular Order |
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FORWARD OR BACKWARD TRAPS - Most common form of air tech, high success rate.
NEUTRAL TRAPS - Uncommon but people who tech Neutral will avoid
your other traps, use these instead.
Input
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"Forward or Backward Trap"
1. 5C, 3C, 214D.CS, 66.5Cs, 2C, 4D.D, 5D(miss), Enemy Techs, .D, Midair B+C,
4D.dD, l5C, 4D.A, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
"Forward or Backward Trap - Variant"
2. 5C, 3C, 214D.CS, 66.5Cs, 2C, 4D.D, 5D.D, Enemy Techs, Midair B+C, 2D(miss).D
l5C, 2C, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
*The Midair 5D can be extremely difficult to hit on some characters. The
rest is easier to time though.
"Neutral Trap"
3. 5C, 3C, 214D.CS, 66.5Cs, 2C, 4D.D, 4D.D, Enemy Techs, Midair B+C, 2D(miss).D
l5C, 2C, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B
Damage Hits Difficulty Rating
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1. 2168+3218=5378 8+19=27 ***** *****
2. 2370+3007=5377 9+18=27 ****** *****
3. 2329+3218=5547 9+18=27 ***** *****
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/
[OMG-2]...True Venom Sword Continuation -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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This probably Hazama's most difficult combo in the entire game. It begins by
scoring a counter hit with Venom Sword while standing as close as possible to
your opponent with no possible space between you. After that you follow it up
with an ungodly fast fdcSIR (5-11) that has absolutely no room for even a
single frame to pass before you input it against the difficult characters. Some
of the difficult characters require a "super" fdcSIR.
1. "True Venom Sword"
!!!SUPER HELPFUL TIP!!!
HOLD DOWN 6B WHEN YOU FINISH SERPENT'S INFERNAL RAPTURE!!
There is no room for a single frame of delay between Venom Sword's
recovery and a forward-dash SIR but holding down a button will make the
game repeat that input for the next 5 frames or so, use this to perform
moves with no frame gaps!
IMPORTANT:
I have confirmed this working on the following characters:
Arranged Top to Bottom Most Difficult to Least
*The Insane characters are so hard I'm counting how many times I have
successfully used it on them.
Insane Easy
---------------------------- ----------------------------
Arakune 1 success Makoto Nanaya
Tsubaki Yayoi* 6 successes Iron Tager
Hazama 7 successes Taokaka
Lambda-11 6 successes Litchi Faye-Ling
Carl Clover 9 successes Haku-Men
Rachel Alucard
Jin Kisaragi
Noel Vermillion
Ragna-the-Bloodedge
Bang Shishigami
*Her "skidding" animation is beyond stupid.
I have not yet been able to ever make this work on:
Valkenhayn R. Hellsing (didn't know the old fart was that dextrous)
mu-12 (weird I know, you'd think Lambda-11 would have the same hit box)
INPUT:
236D(counter) maximum closeness, (236236), fastest possible input [6B],
backstep, 5D.D, 5C1, l5C, 4D.A, 4D.A, 4D.D, 5Cs, 9.5Cs, 214B.
2. "Venomous Torture"
236D(counter) maximum closeness, (236236), fastest possible input [6B],
backstep, d6D, 623D, (236236), [6B], backstep, d5D.D, 5C1, l5C, 4D.A,
4D.A, 4D.D, 5Cs, 9.5Cs, 214B
Damage Hits Difficulty Rating
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1. 5215 20 ******* *****
2. 8096 24 ******* *****