Punishes:
236236B
- Counter if he has enough meter to RC otherwise punish normally.
632146C (Mid Combo)
- There is a reason that you don't see Japanese Hazama's combo into this super, and that's because if you know he's going to do it (usually after a high 623D) you can burst before being hit by it and IAD over to punish.
Anti-airing & Zoning:
Note: Hazama's chains have a different amount of Hitstun and blockstun depending on the distance he is away from you. Around half screen away all his chains will have huge hitstun and blockstun, but any closer and there is almost no stun.
If he is just jumping in with j.B or j.2C you can usually stuff or at least trade with them with 5A or if they're far away enough you can use 5B. If you trade neither person can combo after wards.
Anti-airing Hazama can be tough if he just chains himself in, because he can stick out moves early enough to stuff your anti-air 5A or 5B, but be going fast enough to land and have plenty of frame advantage on block.
However you can avoid most situations where Hazama can chain in on you.
For example if you see him jump into the air, jump into the air with him and be ready to j.2A chains or at least air IB them. If you cut them he won't be able to chain in and if you air IB the chains you have plenty of time to Hotaru them if they decide to chain in. If he doesn't stick out a chain while you're both in the air and you're close enough you can just j.C to push him back towards the corner or CH him if he does decide to do something.
If he uses 5D from the ground to get in you can just 623A under it to avoid it and do the follow up if he decides to pull himself in anyway. Though doing the follow up is more risky because it can miss depending on how he pulls himself in. If he doesn't follow up with anything you can 3C him before he recovers from 5D if you're fast and close enough.
On the ground at mid range Hazama doesn't have much he can do besides 5D as he is out ranged by almost all of Hakumen's normals and with his slow ground dash he has a hard time punishing Hakumen's normals even on whiff.
Strategy:
Pressuring Hazama:
Hakumen's 2A > 6A can be 214A~B or command grabbed out of if he IB's the 2A. Hazama however cannot 214A~B out of 2A > 2A and at the right range his command grab cannot grab you out of it. However he can 236236B between them, so if you think he will do it you can either just wait a little before each 2A to bait it or if he did not IB the 2A you can dash Hotaru to beat it out. If he blocks the dashing Hotaru you are still at frame advantage, so it's not a big deal.
Another good place to dash Hotaru at least once or twice is on his wake up. Because this will discourage him from doing any reversal Jaiyoku's and give you the chance to do your mix up.
Dealing with Hazama mix up:
All of Hazama's mix up usually leads back into itself because they all go into an air combo that ends in j.214B which knocks down leading you back into his mix up.
Note: Hazama can option select Jaiyoku with 214214B on your wake up to punish your forward roll, so be careful about rolling past him to get out of the corner.
6A: No real tricks for dealing with this beyond just watching for it and blocking. Although some players have trouble hit confirm this and just cancel into Jaiyoku right after this, so you get a free combo. Otherwise it's -5 on normal block so you can only punish with 5A, on IB you can punish with a Renka combo.
6B: Not commonly used, I only ever see this move when they messes up 236236B. Can only be punished with 2A or 5A on IB.
214D~Follow ups: This is Hazama's most common mix up option. Many players will go into this stance after 5B or 3C. For Hakumen those that go into this after 3C are the easiest to deal with.
I wrote about this in the Hakumen video thread, but I will sum it up here. When you see Hazama do 3C he can cancel into two things excluding supers, 236D and 214D stance. Hakumen's 3C will beat everything that Hazama does during the 214D stance. It will hit him out of the air if he does the overhead, it will stuff the low, it will hit him if he cancels the stance, and clash if he DPs which you can then cancel into 214A to start a combo. However if Hazama catches on to this he can do 236D after 3C to CH Hakumen's 3C, but on less Hakumen is in the corner Hazama can't combo after wards and if you know he's going to do 236D you can 6D, 2D, or 623AA under it.
So, ideally you only want to 3C when you actually see him do the stance. All this applies to 5B as well, but unlike 3C 5B is safer for Hazama because it can't be punished at all and leads into a lot more things than 3C making it more ambiguous.
236C:
You don't see this being used too often, maybe because it doesn't lead into a lot of damage for the risk involved. Hazama has a slow dash and the grab has short range, so he can't really tick into it as well as other characters with command grabs. So you only really have to worry about this on your wake up.
Char specific details:
Best 1 star throw combo for Hazama that I know of:
BC > 214A > 66 > 5A > 5A > sjc > j.A > j.B > jc > j.2A > j.C
Can 623A under:
2A
5B
5D
236D
214D ~ A
If you 236236D Hazama's chains and 236D he's stuck in hit stop and cannot avoid the counter. All of his chains and 236D are also considered physical attacks as well as projectile, so they can be countered with Hakumen's astral.
Final Note:
I'm sure I'm forgetting something, I'll update if I remember anything else.