| rdfs:comment
| - However, despite Hazama's little in change in comparison to the other veterans (is it me or is it some form of saturated trolling in-line with his character?), he has rather as mentioned before, suffered some notable nerfs. His Serpent's Infernal Rapture loses its once-dreaded Fatal Counter property, and his Mizuchi Rekkazan no longer hits low. Though on the upside, Hazama gains a variety of new Fatal Counter options with his 6B and Jakō, and his Gashōkyaku launching straight up instead of flinging away opens up even more combos. His infamous j.C however, has also gotten quite a nerf; the meter gain is much less significant per hit.
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| Description
| - 6(xsd:integer)
- 2.0
- Breaks one guard primer on block.
- Hits low.
- Jump cancelable.
- Launches on hit.
- A jumping straight kick as he grabs his hat with a second motion where he brings his leg inward in a spin kick motion.
- Cause ground bounce on hit and can cancel into any Drive moves in CP 2.0/Extend.
- Unblockable Throw, can only be used near the opponent.
- A large amount of Ouroboros chains rise from the ground around Hazama in a cage formation. If they connect, Hazama bursts with energy as several snakes rise up from the ground, coalescing into a giant snake that delivers a fatal bite to the opponent. When the dust settles, Hazama has transitioned into Terumi, standing over his opponent and holding his tie over their lifeless corpse. Completely invulnerable on startup.
- Has very good crossup hitbox, and can also be used for jump-in pressure.
- Mainly used as either a hit confirm mixup tool, or usually for wakeup pressure.
- Decent AA hitbox and often good for OTG pickups, and can also be used for pressure. Be wary of its short horizontal range however.
- CP: The meter gain on each hit has been lessened greatly, even though this move is still great for combos. It also does not float the opponent as high, so it can be possible to spam this move for a few repetitions during air-juggle combos.
- The motion is the same as Geese Howard's Raging/Raising Storm from the SNK series of games, so the command 63214632143D is a common bypass for such a difficult command. Other viable inputs include a 1080 Rotation before entering neutral frames, or 412363214123D.
- In BBCSII, the opponent is wildly flung instead with a higher launch effect, messing up some previous combo timings, though the move still has its pulling effect
- Launches and vacuums the opponent on hit. Tends to be slow on startup, but it's very powerful for mixup, especially if spaced properly.
- Hazama swipes at his opponents to knock them into the air. Usable in the air, standing, and while on the ground.
- It should be noted each chain move has a "dead zone" where at a certain distance compared to up-close, it will do less damage and hitstun, so one needs to be mindful of this aspect when going for sequences of D attacks.
- Kicks the opponent backwards and sends them flying straight back.
Combos into 5D on most opponents. No longer true in BBCSII. In BBCS:EX, it can be canceled by Serpent's Benediction or Hungry Coils.
- BBCP: Can now Fatal Counter and causes stagger if so.
- Hazama sends a wave of snake-like energy along the ground with an inward scooping knife slash. Hits low.
- Has projectile properties but will freeze Hazama if the hook touch Hakumen's Yukikaze.
- Counter Assault. Same as his 5B, thus unlike more further reaching Counter Assaults, its low range means it must be used a bit sparingly.
- The Ouroboros counter is instead changed into a gauge in Chronophantasma 2.0/Extend, and 1 stock is refilled when a chain connects on hit.
- Hazama sends out a chain that grabs and throws the opponent into the air behind you.
- : Downward at a 30-degree angle.
- : Downward at a 70-degree angle.
- : Horizontal
- : Horizontal.
- : Straight down.
- : Straight up.
- : Upward at a 30-degree angle.
- : Upward at a 70-degree angle.
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