Furthermore, B/C/D followups will cause Hazama's travel path to be different depending on the point at which they are inputted during the chains' respective flight paths, which requires some mastery to handle.Īlthough he is relatively slow compared to most of the cast, Hazama is excellent for applying pressure, as his drives make slow moves that would normally be safe at fullscreen (i.e. However, chains fired each have a "deadzone" hitbox when fired too close in the foe's face or when at a certain distance will make them do less damage and hitstun. However, all its followups save for the A version (which pulls the chain back quickly) will expend an Ouroboros counter, preventing Hazama from abusing it willy-nilly, and must be recharged without performing any followups for a set amount of time while on the ground.
His Drive is Ouroboros, named after his Event Weapon and allows him to fire a metal-snake-head attached to a spatial chain that acts akin to a projectile, allowing him to input followups to make him zip to the grappling point (even if it whiffs). It should also be noted that Hazama has one of the “de facto” best meter gain rates in the game, as almost all of his combos go into multiple j.Cs, which builds meter extremely quickly. Unlike Hakumen, Carl, and Arakune, his “hop dash” is grounded and can be canceled at any time with normals, specials, or barrier, improving his short-range movement options, even enabling him to pseudo-wavedash. Although his chains and slow speed are well-suited for a zoning character, he excels particularly well up-close, where he can make use of his numerous high-low-mixup and okizeme options to punish bad blocking. Hazama can be a tricky-to-use character with a unique playstyle.