Eclipse Posted May 10, 2010 Posted May 10, 2010 This is my first thread on Dustloop, but I have a lot of knowledge on Hazama and his gameplay. Also, a lot of us seem to agree that an up to date combo thread would be nice. Here's to hoping this isn't deleted in a day, haha. Well, this is going to be the resource for all of Hazama's combos in BlazBlue: Continuum Shift. I'm always welcome to additions/revisions or any form of advice. I'd also like to split up Hazama's combos into certain parameters to make it easier for beginners to understand. I'll start listing some of his more common combos here, but I guarantee that I'll add more when everyone makes suggestions. Well, I hope some of you can use this effectively as a tool to get better with Hazama. Note: Please post all of your questions in the gameplay discussion thread. This thread is primarily for the submission/discussion of Hazama's combos. The thread will be split up into the following sections: 1. Bread n' Butter Combos 2. Throw Combos 3. Drive Starter Combos 4. Jayoku Houtenjin Punishment Combos 5. Mid-Screen Combos 6. Corner Combos (Hazama in Corner) 7. Corner Combos (Opponent in Corner) 8. Character Specific Combos 9. Stylish Combos (Mostly Impractical) 10. Combos Into Astral Heat Notes before reading the Combos: - The BnB combos in green are generally the most common ones you'll find yourself using mid-screen. - Hazama's combos can be very difficult to complete successfully since a lot of them require exact timing and placement relative to your opponent. All of the characters have different hitboxes, and your position should be adjusted accordingly. - Improvisation is a key element to using Hazama successfully. Many of his starters can become one of the attacks in the middle of a combo depending on your opponent's position. An example would be attacking from 6D~A > 623D when your opponent is in the air and following up with the rest of the combo. - In any of the combos, 214D~C can be charged for a solid damage increase. Usually around an extra 200 damage depending on the proration. - Damage is subject to change for all of the following combos. Notations: (CH) = Counter Hit (FC) = Fatal Counter (JC) = Jump Cancel (RC) = Rapid Cancel (Dash) = Optional dash depending on distance from opponent. No Parentheses = Not Optional (Adjust) = Adjust Hazama’s distance from the opponent to connect the following attack. [??? x N] = Repeat the move N amount of times. j.214B# = [j.C x 5] > (JC) [j.C x 5] > j.214B 1. Bread n' Butter Combos 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~3011 (With 5C Starter) ~3270 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 623D Damage: ~2551 (With 5C Starter) ~2844 5B > 3C > 214D~C > (Dash) 5C > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B# Damage: ~3078 (With 5C Starter) ~3216 2A > 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~2231 5B > 3C > 214D~C > (Dash) 5C > 2C > [4D~A x 2] > 4D~D > j.214B# Damage: ~3300 (With 5C Starter) ~3600 Note: 4D~A can only be used twice if you delay 5C until your opponent is about to tech. 2 . Throw Combos Neutral Throw > 6D~D > j.B > (JC) j.C > (JC) [j.C x 5] > j.214B Damage: ~2300 Neutral Throw > [6D~A x 2] > 623D Damage: ~2322 Note: Combo only works on Ragna, Bang, Hakumen, Tsubaki, Lambda-11, Tager, and Taokaka. Neutral Throw > 6D~A > (Adjust) 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat* Damage: ~4956 Backthrow > 5D~D > [j.C x 2] > (Land) 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~2937 Note: Combo doesn’t work on Jin, Rachel, Carl, and Hazama. Backthrow > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~4087 Backthrow > 5D > 632146C *50 Heat* Damage: ~2823 Note: 5D doesn’t work on Jin, Rachel, Carl, and Hazama. Air Throw > 4D~D > 5C > 2C > 4D~A > 4D~D > j.214B# Air Throw > 2D~D > 2B > 5C > 4D~A > 4D~D > j.214B# Note: 2D~D is meant to miss the opponent so 2B can connect afterwards. 3. Drive Starter Combos 5D~D > j.2C > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~2381 5D~C > j.B > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~2366 j.6D~C > j.B > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~2432 j.D~D > j.B > (JC) j.C > (JC) [j.C x 5] > j.214B 5D~A (CH) > 5D~D > (Any Drive Starter Combo starting from j.2C or j.B) 4. Jayoku Houtenjin Punishment Combos *All of the following combos require at least 50 Heat.* 236236B > (Adjust) 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~4676 236236B (FC) > (Adjust) 214D~C > 5C > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B# Damage: ~4583 236236B (FC) > (Back Dash) j.9D~A > (Land) 623D > (Back Jump) j.6D~D > 5C > 4D~A > 4D~D > j.214B# Damage: ~5755 236236B (FC) > (Adjust) [6D~A x 3] > 623D > 632146C *100 Heat* Damage: ~5949 236236B (FC) > (Adjust) [6D~A x 3] > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* Damage: ~6641 236236B (FC) > (Adjust) [6D~A x 4] > 623D > (Dash) 3C > 236236B > (Adjust) [6D~A x 2] > 6D~D > j.214B# *100 Heat* Damage: ~7039 5. Mid-Screen Combos 6C (CH) > 5D~D > Air Throw > (Land) 236236B > (Adjust) 6D~A > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B# *100 Heat* Damage: ~7990 Note: The Air Throw is meant to miss, canceling out the momentum from 5D~D. This allows 236236B to connect when you land in front of your opponent. 214D~B (FC) > (Adjust) [6D~A x 3] > 623D (RC) > (Dash) 214D~C > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~4434 214D~B (CH) > (Adjust) [6D~A x 2] > 623D > (Dash) 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat* Damage: ~3706 5B (CH) > 6A > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *50 Heat* Damage: ~3680 236C > 5C > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~1848 [Far] 6C (CH) > 5D~D > j.2C > (Land) 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# Damage: ~3321 [Close] 6C (CH) > (Dash) 3C > (Any BnB Combo starting from 214D~C) 214D~A > 2A > (Any BnB Combo starting from 5B) Note: 214D~A can only be followed up with 2A on CH, Charged, or if your opponent is crouching. 6. Corner Combos (Hazama in Corner) 236236B > (Adjust) [6D~A x 2] > 623D > 2B > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~5606 236236B (FC) > (Adjust) [6D~A x 3] > 623D > 2B > 5C > 2C > (JC) j.214B > 2B > 5C > 2C > 4D~D > j.214B# *50 Heat* 236236B (FC) > (Adjust) [6D~A x 3] > 623D > 3C > 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* 214D~B (FC) > (Adjust) [6D~A x 3] > 623D > 2B > 5C > 2C > 4D~D > j.214B# Damage: ~4090 Neutral Throw > 6D~A > (Adjust) 623D > 2B > 5C > 2C > 4D~D > j.214B# Damage: ~3736 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > j.214B# Damage: ~3683 7. Corner Combos (Opponent in Corner) 236236B > (Adjust) 214D~C > Dash 5B > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > j.214B# *50 Heat* Neutral Throw > [4D~A x 3] > 4D~D > j.214B# Damage: ~2895 236D (CH) > 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~2912 8. Character Specific Combos 6C (CH) > (Dash) 236236B > (Adjust)[ j.C x 5] > (Land) 236236B > (Adjust) [4D~A x 4] > 623D > (Back Jump) j.6D~D > 5C > [4D~A x 2] > 4D~D (Gold Burst) > (Land) 6D~A > 6D~D (Gold Burst) > (Land) [6D~A x 2] > 623D > 632146C *100 Heat* *Both Bursts* Damage: ~10103 Tager specific. [j.C x 5] should be started early so all hits miss except for the last one. 5C > 3C > 214D~C > {[5C > 2C > (JC) j.214B] x 5} > 5C > 2C > 623D Damage: ~3700 Tager specific. Loop combo, 5C > 2C > (JC) j.214B is repeated five times. 5C > 3C > 214D~C > 5C > 2C > 6D~A > 4D~A > 623D > (Back Jump) j.6D~D > 2C > 4D~A > 4D~D > j.214B# Damage: ~4663 Rachel, Tager, Taokaka, Hakumen, and Arakune specific. 236236B > (Adjust) [6D~A x 2] > 623D > 5C > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Rachel, Tager, Taokaka, Hakumen, and Arakune specific. Can only be successful when Hazama is in the corner. 9. Stylish Combos (Mostly Impractical) 236236B > (Adjust) 236236B > (Adjust) 214D~C > 5C > 2C > 4D~D > j.214B# *100 Heat* Damage: ~5582 236236B > (Adjust) 632146C *100 Heat* Damage: ~4325 236236B > (Adjust) [2D~A x 2] > 2D~D > j.214B# *50 Heat* Damage: ~4620 5C > 3C > 214D~C > (Dash) 5C > 2C > [4D~A x 2] > 623D > 632146C *50 Heat* Damage: ~4432 5C > 3C > 214D~C > (Dash) 5C > 2C > 4D~A > 623D (RC) > (Back Jump) j.6D~D > 2C > 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~4432 214D~B (CH) > (Dash) 236236B > (Adjust) 4D~A > 4D~D > j.214B# *50 Heat* Damage: ~2975 5B > 3C > 214D~A > 5A > 5C > 4D~A > 4D~D > j.214B# Damage: ~2763 214D~B (CH) > (Back Jump) j.6D~D > 5C > 2C > 4D~A > 4D~D > j.214B# Damage: ~2037 Backthrow > 2A > 5B > 2C > 4D~D > j.214B# Note: Can only be successful when Hazama is in the corner. 10. Combos Into Astral Heat *All of the following combos require 100 Heat and Astral Conditions.* 236C > 2A > 5B > 3C > Astral Heat Backthrow > Astral Heat Note: Can only be successful when Hazama is in the corner. Neutral Throw > 6D~A > (Adjust) 623D > Astral Heat Note: Can only be successful when Hazama is in the corner. 5D~D > j.2C > 3C > Astral Heat Note: Must purposely miss with the j.2C in order to follow up 3C with the Astral Heat. Edit: BBCS out now. Hope you all decimate the old men and little girls you'll inevitably be fighting against.
PhantomX Posted May 10, 2010 Posted May 10, 2010 You should add 50 heat disclaimer to the mid-screen RC combo. Also, I don't know why people keep ignoring this one, but if you 3C too far away for Zaneiga when starting a combo, a Dash 2B will setup into 5C (in Zaneiga's places) so you can continue the BnB. I may play some today so I'll see if I can get the damage for them... probably won't be getting the huge Jayoku combos though, not consistent enough for that yet.
Eclipse Posted May 10, 2010 Author Posted May 10, 2010 You should add 50 heat disclaimer to the mid-screen RC combo. Also, I don't know why people keep ignoring this one, but if you 3C too far away for Zaneiga when starting a combo, a Dash 2B will setup into 5C (in Zaneiga's places) so you can continue the BnB. I may play some today so I'll see if I can get the damage for them... probably won't be getting the huge Jayoku combos though, not consistent enough for that yet. Yeah, those can be tough. I'll add the heat disclaimer. The reason I don't add the 3C to dash 2B is because I've never actually heard of it or seen it done before. The beats are still red for it? If so, that's pretty interesting. I'll have to try it out at some point.
PhantomX Posted May 10, 2010 Posted May 10, 2010 Yeah, I've gotten it to redbeat, at least on Tager for sure. It's much easier to do after a CH, timing is crazy hard. I actually only got it to work because I thought that people were supposed to dash into Zaneiga, instead of Zaneiga to Dash 5C, lol. EDIT: For the record, you can do 4D~A > 4D > 623D [2676 with 5B starter]
Eclipse Posted May 10, 2010 Author Posted May 10, 2010 Yeah, I've gotten it to redbeat, at least on Tager for sure. It's much easier to do after a CH, timing is crazy hard. I actually only got it to work because I thought that people were supposed to dash into Zaneiga, instead of Zaneiga to Dash 5C, lol. EDIT: For the record, you can do 4D~A > 4D > 623D [2676 with 5B starter] Yeah, that's true. Sometimes you can't pull it off if there's too many attacks before 5B. I think that may be character exclusive, though I could be wrong. If it's not, I'll change 4D~A to [4D~A x 2] for the aforementioned combos.
PhantomX Posted May 10, 2010 Posted May 10, 2010 5B > 3C > 214D~C > (Dash) 5C > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B# [3171] damage with 5C starter. Going to just update this post as I do it. I know in the combo listed you can do the retraction and 4D again.
kazukifafner Posted May 10, 2010 Posted May 10, 2010 Post will be updated as I think of more to add. (Opponent in corner) [50% Heat] 236236B > 214D~(~)C > 66 crossup > 5B > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > j.214B# v Character Specific (though I can't remember which except for Rachel and Tager) [50% Heat] 236236B > 214D~(~)C > 66 crossup > 5B > 2C > 4D~A > 623D > 5C > 2C > TK j.214B > 5C > 2C > 4D~D > j.214B# *I believe the above two are right. I'll double check later.* Neutral Throw > (Delay) 4D~A > 4D~D > j.214B# (I feel like I should note that by "Delay" I mean wait until your opponent is at the zenith of the throw) (Mid-Screen) [50% Heat] 5B (CH) > 6A > 236236B > Houtenjin combo [Close] 6C (CH) > 66 > 3C > Standard BnB [Far] 6C (CH) > 5D~D > Chain Reel-In BnB (I should note that when I say "Far", I don't mean across the screen. I'm referring to the latter end of 6C's range) 5D~C > jB > 5B > 3C > 214D~(~)C > 5C > 2C > 4D~D > j.214B# j6D~C > jB > 5B > 3C > 214D~(~)C > 5C > 2C > 4D~D > j.214B# 236C > 5C > 3C > 214D~(~)C > 66 > 5C > 2C > 4D~A > 4D~D > j.214B# 214D~B (CH) > (Delay) 6D~A > 6D~A > 623D > 66 > 3C > 236236B > Houtenjin combo 5D~A (CH) > 5D~D > Chain Reel-In BnB Air Throw > 2D~D (No hit) > 2B > 5C > (2C) > 4D~A > 4D~D > j.214B# (I put parentheses around the "2C" because it might not connect with all character. I need to check) Air Throw > 4D~D > 5B > 5C > 2C > 4D~A > 4D~D > j.214B# ********** Also, just a general thing to note with Hazama. His chains can (and do) make his combos very improvisational. For example, let's say you are zoning with your chains, and you happen to catch a person IAD + attacking with a CH jD. In that specific situation, you can use: j5D~A (CH) > (land) 6D~A > 623D > etc. However, that only works in a very specific instance. When you play as Hazama, you really need to be able to think on your feet. Otherwise, you'll miss out on a lot of combo opportunities.
PhantomX Posted May 10, 2010 Posted May 10, 2010 5B > 3C > 214D~C > (Dash) 5C > (JC) [j.C x 5] > (Land) 2C > 4D~D > j.214B# [3171] damage with 5C starter. 5C > 3C > Dash 2B > 5C > 2C > 4D~D > j.214B# [2898 Damage] Going to see right now if I can get a 4D~A in there, too. Sometimes it seems even after a Dash 2B you'll be out of range for the 2C, but you can still go for a jC*5 > land Jyakou. I don't have the damage on that yet, though. 2A > 5B > 3C > 214D~C > (Dash) 5C > 2C > 4D~D > j.214B# [2206 damage] Also, pretty random, but also cool looking; you can link a 214D~B after a 3C, lol. Might have some fun with that in the future. K, well, too much lag to followup even after a regular CH, but you can probably get a RC Jyakou combo after it if you want to look super flashy. Even just 3C > Gashoukyaku does 1036 3C > 214D~B > RC > 623D > 3C [2281 damage] lol, if you're in the corner or have 100% heat you could probably do a lot of damage with this thing. Going to just update this post as I do it. I know in the combo listed you can do the retraction and 4D again. Does 5A or 2A prorate more? I'm having trouble landing 2A after a non CH Ressenga, but 5A is really easy to land after it. I'm also done for now, lol.
kazukifafner Posted May 10, 2010 Posted May 10, 2010 Does 5A or 2A prorate more? They prorate the same. P1 = 80% P2 = 82%
PhantomX Posted May 10, 2010 Posted May 10, 2010 Ok then, when I get the damage down I'm going to just use 5A, it's much easier.
kazukifafner Posted May 10, 2010 Posted May 10, 2010 ^ I assume you asked that because you see people using 2A instead of 5A, correct? The reason they do that is out of habit. 2A is usually what Hazama players use to poke, as opposed to 5A. The reason is that 2A is -1 on block, while 5A is -2. That 2A habit simply carries over into other things.
Eclipse Posted May 10, 2010 Author Posted May 10, 2010 ^ I assume you asked that because you see people using 2A instead of 5A, correct? The reason they do that is out of habit. 2A is usually what Hazama players use to poke, as opposed to 5A. The reason is that 2A is -1 on block, while 5A is -2. That 2A habit simply carries over into other things. 2A is also good for getting them if they block high. The obvious choice I guess. Anyways, wow... Haha. I just finished editing it and it looks like I'll have a lot more to do. I really need some sleep now. Expect to see more updates tomorrow night with the additional combos you all suggested. Thanks again.
kazukifafner Posted May 10, 2010 Posted May 10, 2010 2A counts as a mid-attack. It can be blocked high or low.
Eclipse Posted May 10, 2010 Author Posted May 10, 2010 2A counts as a mid-attack. It can be blocked high or low. Really? I never knew that. I'm surprised I never ran into that problem. Ah well. See all of you guys tomorrow for updates.
PhantomX Posted May 10, 2010 Posted May 10, 2010 2A is also good b/c it makes you duck under a handful of attacks and grabs, though And yes, I asked because I see 2A being used a lot, but if it's mid-combo and the proration is similar, I don't see why I wouldn't use 5A, it seems to have a little bit more stun/hitconfirm time.
Arifureta Posted May 10, 2010 Posted May 10, 2010 Yeah, I've gotten it to redbeat, at least on Tager for sure. Many things redbeat on Tager. Heck, I've gotten a redbeat Astral off of a midscreen chain hit confirm. i.e.: 5D~D > j.2C > (land) 3C > Astral Note: It's actually possible to do that on any other character as long as they're backed up in a corner, I think, since the combo can't push them away any further and that's the only thing that makes this uncomboable. I'm thinking it might also be possible if you whiff the j.2C since that's the main thing that pushes them away, though I haven't tried it yet. I'll edit this post for any combos that I can think of later. Oh, and 2A is very good at picking up characters who tech wrong. If you're feeling plucky, you can even chase them off of a tech. The only thing that stops it is a DP so it's relatively safe. Though of course if you spam it then...
kazukifafner Posted May 10, 2010 Posted May 10, 2010 I should also mention that when you reel yourself in towards Lambda, you should go from j2C directly to 3C. Her hitbox is strange, so I find myself whiffing the 5B more often than not.
PhantomX Posted May 10, 2010 Posted May 10, 2010 Yeah, I know lots of things redbeat on Tager. I'll try with other characters later, of course. I been doing Tager mostly b/c he he has the most health, haha. I'll probably just test the two extremes. Who should I test against w/ a small frame that isn't Carl? Dash 2B hits pretty solidly under most circumstances, and if you land 2B, you can land 5C > jC
kazukifafner Posted May 10, 2010 Posted May 10, 2010 ^ Hakumen is a good character to test on. His hitbox is only a little bit larger than normal, and he has great health.
Eclipse Posted May 10, 2010 Author Posted May 10, 2010 I should also mention that when you reel yourself in towards Lambda, you should go from j2C directly to 3C. Her hitbox is strange, so I find myself whiffing the 5B more often than not. Good to note. And I really thought about what you said with Hazama's playstyle and improvising to create good combo opportunities. It's definitely a solid way to play him. However, I'd like to add that prediction could also be subbed out for thinking on your feet. In other words, the same concepts you said apply, but if you can predict your opponent will do an air dash to whatever crossup. You can prepare and punish accordingly, if that makes sense.
kazukifafner Posted May 10, 2010 Posted May 10, 2010 Of course, prediction is extremely important in any fighting game. I'm just saying that improvisation is also an important thing to remember with Hazama, because his zoning could lead to unexpected combo opportunities.
Arifureta Posted May 10, 2010 Posted May 10, 2010 ^ Hakumen is a good character to test on. His hitbox is only a little bit larger than normal, and he has great health. I second this. If a combo works on Hakumen, it'll work on most of the cast. Then I try it out on Jin to see if it'll hit him since that dude has a weird hitbox, just like Hazama. I feel he's more of an improvisation character since there will be plenty of times when you suddenly get unexpected hits. j.B is notorious for this because of its 2 different hits. I've had to sometimes do part of the C mash facing the other way because of it. Oh man, I can't keep up with the speed of this thread.
Eclipse Posted May 10, 2010 Author Posted May 10, 2010 Of course, prediction is extremely important in any fighting game. I'm just saying that improvisation is also an important thing to remember with Hazama, because his zoning could lead to unexpected combo opportunities. You're definitely right about the zoning leading to opportunities. I think that may be why Buppa's doing so well now. And yeah, I tend to try out any combo on Jin after I do it on Ragna. Ragna's just an easy character to test combos on, but it seems like you can hit him with a lot of combos that won't work on the rest of the cast. Nonetheless, Ragna and Jin must be pretty ravaged by now, since they're really the only two I like to practice on.
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