Introduction
Gender
|
Male
|
Blood type
|
O (Rh+)
|
Birthday
|
Unknown
|
Fighting Style
|
His own unique version of Piguaquan
|
Birthplace
|
Unknown (but assumed to be from Japan because of his name)
|
Height
|
184cm
|
Weight
|
72kg
|
Voice Actor
|
Doujin Utsumi
|
Fun fact: Does not have a skill (or rather, the purpose of strong or weak points seems arbitrary to him). His hobby is reading and collecting books for a large-library-sized selection of them.
His full name is Kaoru Hazama, but it's unknown of it's his real name.
image = Hazama_funnyface.gif
Gameplay
Punishment, and accordance. Kaoru Hazama is defined as a well-rounded attacker who has tools that can combat almost anything his foe does, ranging from 2 DP anti-airs, 2 crush moves, 2 overheads, a teleport dash and a stance to add further into the mix. If played perfectly, Hazama can easily make his opponent regret pressing buttons in response to their actions in neutral or on okizeme with vortex setups. His Boost Dive can even break the chaining rules for his normals and allow him to chain his attacks in any order he pleases for the duration, giving him extremely dangerous hit confirms.
Even then, Hazama still needs to be played perfectly despite all of his positives, for his guard gauge and overall durability is amongst the lowest in the cast. Precision and hard-reads are needed to dominate with him lest he gets blown-up hard. He also has seen many revisions in the later patches due to his weaknesses being hard to exploit on initial release (given how broken he was as a boss character especially in his first promo release in the console version of the first Rumble Fish game), but he's been toned down to still be effective-yet-not as easy for most beginners.
Pros
|
Cons
|
Has amazing coverage on many of his tools, even a projectile reflector.
|
Low HP and guard gauge total causes less room for mistakes on top of some unsafe pressure.
|
Disgusting damage potential on nearly all of his moves and Boost Dive.
|
All of his tools require specific usage and can be reacted to accordingly if misused.
|
Can vortex into a tech-chase or mixup into a conversion with relative ease.
|
Lacks true projectiles as his reflector can be reacted to if seen coming.
|
Version Differences
Note any important changes from Atomiswave to Nesica if relevant
Move Set
Standing Normals
5LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
5SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
cl.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
5LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
5SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
cl.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Crouching Normals
2LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
2SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Jumping Normals
j.LP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
j.SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Command Normal
Houshinshou 6SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
25
|
-
|
-
|
0
|
No
|
-
|
Hazama's overhead command normal which somehow shares the same name phonetically as Zen's Defensive Art. Second hit vacuums the opponent in to make sure they stay in range of his mixups.
|
|
Special Moves
Kouhazan 236P 236LP 236LP 236SP 236SP
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
A forward outwards chop, and is used solely for cancelling into stuff such as supers.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SP
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Forward outwards chop that follows up with a spinning chop attack in a forward leap, mainly used as a combo ender to setup for oki.
|
|
Shinku 214K
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Forward teleport dash. Doesn't pass through the opponent.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Forward teleport dash that goes further than the LK version, and passes through his opponent. Automatically enters his stance upon recovering.
|
|
Kuukashou 214P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Ducks under attacks in a Pubu-styled stance into an uppercut chop. Staple high-crush attack into a launcher.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SP
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Unlike the LP version, this one can be delayed/extended by holding down SP to have Hazama stay indefinitely ducking until you release the button. While ducking, you can scoot Hazama forward or backward with 4/6 to reposition if needed.
|
|
Soutensan 623P
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Standard DP. Despite the amount of active hitboxes, it's still easy to punish this move like most if blocked.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SP
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Rises higher with a bit more invul, but only the SP version can be held down to have Hazama stay in a Pubu-styled stance for a set amount of time before he does the DP on his own.
|
|
Tenrinshuu 421K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
-
|
An overhead reverse backflip kick. Ground bounces, and the SK version if held down makes him enter his stance automatically.
|
|
Hanhekishou 41236K
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Projectile reflect. Unlike most reflectors, Hazama has to catch-absorb a projectile with it and shoots back his own afterwards. The animation while it recovers a bit fast, can still be reacted to easily; it's there to mainly force a reaction from the opponent.
|
|
Kamae of Kaishinruten 22K Backturn Stance Backturn Stance
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
22K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Hazama's primary stance to further catch out his foes with.
|
|
Stance Followups Press button (after 22K, 214SK or 421[SK]) Choushinchuu (LP) Choushinchuu (LP) Koushuutai (LK) Koushuutai (LK) Renhekishou (SP) Renhekishou (SP) Senkyuukyaku (SK) Senkyuukyaku (SK) Chikatsusen (2SK) Chikatsusen (2SK)
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LP
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Forward elbow charge that some other Chinese martial arts fighting game characters have. Hazama's is used to gap-close on earlier frames but at the cost of some recovery.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
LK
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Hazama's other DP, though it's just as punishable. Mainly used to stop air approaches and to CH into a juggle.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SP
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Finisher to his SP Kouhazan. Safe-on-block gap closer that has some startup unlike Choushinchuu.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
SK
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Launcher that's more safe than Koushuutai, but not as much range.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
2SK
|
-
|
Low
|
-
|
-
|
-
|
-
|
-
|
-
|
Low slide that can knockdown and setup some oki, but doesn't go as far as his LP or SP followups.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
Cancel (D)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Universal Mechanics
Throw 4/6SP
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Shouenbu LK+SP/LP+SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
Hazama gains a slight damage buff and breaks the rules of chain combos, making him become far more freeform in his offense.
|
|
Jolt Attack (air OK) LP+LK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Advancing Attack SP+SK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Super Arts
Tenra Sou'unkyaku 236236K Offensive Arts Offensive Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Chisetsu Souhekishou 236236P Defensive Arts Defensive Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
|
|
Shishin Mumyou Renbugeki 2363214P Critical Arts Critical Arts
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
I-Blow OK
|
Punishes G.Dodge
|
-
|
High/Mid/Low
|
-
|
-
|
-
|
-
|
No
|
-
|
Deadly ranbu super that does a surprising amount of damage. P version determines what starter Hazama uses for the attack which have their specific uses.
|
|
Combos
LP > LK > SP > SK > 623P
Strategy
quit mashing and block!
External Links
youtube.com
twitch.tv