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! Jin Openings:

(2x) Backdash

SJ forward j.C > air dash > j.B > j.2C

j.C>j.236C



Jin BnB:

Juggled 5B > j.B > j.A > JC > j.B > j.2C > j.D > 214C

6C CH > dash > 6C > dash > 5C > 6C (corner) > j.C > j.D > 2B > 5C > ? (stop for oki?) 2A > 6A

4B+C > 214A whiff > 5C > 6C > dash > j.C > j.2C > JC > j.2C > 214D > 6C > 214C

2A (anti air?) > 5C > 2C > JC > j.C > j.D > delay air dash > (Reset) > j.2C > j.D

j.2C > j.D > 6C (corner) > 6D > 623D > dash > 6C > j.C > j.2C > JC > j.2C > j.C

crouching: 2A > 2B > 5C > 6C > 2D > 6C > 214C

2A > 2B > 623B > 6C > 6D > air dash > j.2C > j.C > land > 5B > 5C > 3C corner

j.A>j.B>j.C>j.2C>j.D>j.214C

Corner:2A>2A>Throw>623B>6C>6D>eis landet>j.2C>j.C> RESET> 6A>623D>6C>623B>6C>j.JC>j.2C>j.214D/B

Jins 6B mit 2A punishen > tech trap > air throw

6C(ggn air)>dash>j.C>j.2C>JC>j.2C>j.C>j.D>5C>2C>j.C>j.2C>JC>j.B>j.C>j.2C

Gegner in Corner: j.236B/A(Block)>air dash>j.2C>j.D>…

Mid screen: 6A>Sekkajin>dash 5C>j.2C>j.C>j.D>6C>214C

j.2C CH>5B(2)>5C>623B>6C>6D>j.2C>j.C>Reset 6A

5B(2)>2B>5C>2C>6C>6D Blockstring

IAD j.B IAD crossup 236D in Blockstrings

5B(2)>2B>5C>2C>6C>6B>j.236(A/B/C)

Sekkajin > 6C > 2D > 632146D

Crossup j.2C>5C>Sekkajin>…

j.B>dash 5B>5C>Sekkajin>5C>j.2C>j.C>JC>…

j.C CH> air dash> j.2C>j.D>5B>2B>5C>3C

5C>2D falle dan air grab

Freeze> 6C> 5C> 6C> dash> j.C> j.2C> JC> j.2C> 214C

Air grab( bissl höher) Tsubaki air charge> j.2C> j.C> 5B>3C

j.C>juggle 5C> 2C> j.C> j.2C> JC > j.2C> j.D> 214C

Throw into Corner: 5B>2B>5C>3C>236C

Crouch: 2B>5C, 6C, 2D, 66B, sekkajin, 214C

6C CH, 6C>5C>66>j.C>j.2C>JC>j.2C>j.D>214D>6C>214C

Oki: 2B trifft> er techt Corner, j.2C>j.D>6C>5C>j.2C>JC>j.2C>214D>…

Corner: j.B>j.A>2B>5C>3C>214D>6C>5C>j.B>j.C>j.2C

6C>j.C>j.2C>JC>j.2C>j.D>214C Nahe corner j.B CH airborne> land> 5C> j.B> j.C> j.2C>JC>j.D>…

crouching: 5B(2)>2B>5C>2C>6C>5C>j.B>j.D>5B(2)>2B>5C>3C>236C

j.236C CH> 5C> j.B> j.C> j.2C> JC> j.2C> j.D

ggn Tager: j.B>j.2C>5C>j.B>j.2C>j.C>(dash?)>5C>j.B>j.2C>j.C>5B(2)>2B>5C>3C>623A

2C FCH AA > 5C>2D>(6)6B>5C>2C>6C>66>5C>6C>66>j.C>JC>j.2C>j.214D>6C>214C (Tager only?)

Corner ( Tager only?): 5B oki jugglet hoch> j.A>j.C>j.2C>JC>j.2C>j.D> reset land> Throw>623B>6C>6D>j.2C>j.C>5B(2)>2B>5C>3C>236D

(reset)  j.A>j.2C>5B(1)>3C>2B>5C>6C>6D>j.2C>j.C>5B(2)>2B>5C>3C>236D>632146D 

214C(1)>RC>j.B>5B(2)>2B>Sekkajin>6C>2D>66B>5B(2)>2B>5C>Air Super> 623A

Gegner blockt in der Luft 2C FCH> 6C>66>j.B>j.C>JC>j.2C>j.D>land>5B(juggle)>5C>j.B>JC>j.2C>j.214D>6C>214C

j.C CH(nahe corner)>6C>6D>6D>Sekkajin ?

6B CH> 6C> 2D> 66B> Sekkajin> 5C> 6C> j.C> j.2C>j.214D>6C>214C (midscreen nahe Corner) 2A AA> 5C>2C>j.C>JC>j.2C>j.D

6D CH>66B>Sekkajin>6C>66>5C>66>j.C>JC>j.2C>j.214D>6C>214C

6C corner? (muss air sein?)> 6D>6B>623B> 6C> 6D> 623D> 6C>6D>5C>j.2C>j.214D>6C>214C

3C>214A Reset 2A

5C CH>5D>dash> 5B> 2B> 5C> 3C> 236C In corner drängen

214C trifft> RC> 2B> 5C> 2C> j.C> j.2C>JC>j.2C>j.D>214C






Jin Oki:

2A (on block) > 6A > 623D

2B > Throw (got beat by Litchi’s DP)

5C picks up roll > 6C > air combo just like the 4B+C one

2B (Burst Bait) > Jump

2B > 623C ?

2B oki picks up roll



Jin shenanigans:

Jin Blockstrings: 5B>5C>IAD>crossup j.C

2B>5B(1hit)>2B>5C>crossup j.236D





Hazama Openings:

-(Super) Back Jump > j.6D~D/~A/j.D -5D -6D~A -5D~D (fast) > j.6D (on hit) > j.B >…

                                (on block) > dash 2A > 5B > …

-236D (on block/hit) -236D (whiff) > j.D~D > (above enemy) j.2D~D -4D -Back Jump > JC forward > j.6D~D (fast) -Back Walk (2C AA) 4/6D -Back Walk 5B -j.A forward whiff j.2C (crossup) -SJ forward JC back > j.4D -5C(block)> jump forward > crossup j.2C> 214D~A


Hazama BnB:

j.Cx10 = j.Cx5 > JC > j.Cx5 ; AA = Anti Air

- > 5B > 3C > 214D~C>(dash)> 5C > JC > j.Cx5 > 2C > 4D~D > j.Cx10> j.214B Damage: 2887 Heat Gain: 42

- 236236B FCH > 6D~A > 6D~A > 623D > into corner > 2B > 5C > 2C > j.Cx10 > j.214B Damage: 5346 Heat Gain: 38

236236 FCH > 6D~A > 6D~A > 6D > 623D > into corner > 2B > 5C > j.Cx10 >j.214B Damage: 5362 Heat Gain: 48

(236236 FCH > 6D~A > 6D~A > 6D> 623D > into corner > 2B > 5C > 2C > SJC > j.Cx10 > j.214B Damage : 5489 Heat Gain: 41) retarded combo 2C > SJC is too hard

236236 FCH > 6D~A > 6D~A > 6D > 623D > into corner > 2B > 5C > j.Cx10 > j.214B Damage 5431 Heat Gain: 38


- (crouching): 214D~A > 2A > 5B 214D~C > dash >

- Air Grab > j.2D~D (fast) > 2B > 5C > 2C > 4D~A > 623D into corner > 3C > 236236B > 2D~A > 2D~D > j.Cx10 (omitting j.214B because of oki?)

- (Corner): 3C > (dash) > 2B > 5C > 236236B > 214D~C > dash (under enemy) > 5B > 2C > 6D~A > 623D > 2B > 5C > 236236B

- 5A AA > 5C > 4D~D > j.214B > RC > j.4D~D > 2C > 4D~A > 4D~D > j.CxN (Throw mixup)

- j.D~D > j.Cx1 > JC > j.Cx5 > j.214B (RC) > …

- 2C CH > 623D > dash > 3C (214~A)

- (crouching): 214D~A > 236236B > 214D~C > 5B > 2C > 623D into corner > ...

- 6D CH > j.D~D > j.CxN > j.214B

2A > 2B > 3C ??

2A > 5B > 3C > 214D~C (bissl charge?) > 5B > 2C > 6D~A > 4D~A > 623D > 632146C (vs ragna gehts)

Mit rücken zu Corner: 5B > 3C > 214D~C > 5C (2hits) > 2C > 6D~A > 4D~A > 623D into corner > 2B > 5C (burst bait) > 5A AA > 5C > 2C

Rücken zu Corner: 3C > 214D~C > 5C > 2C > 4D~A > 623D > 2B > 5C > 2C > 4D~D > ...

214D~A Juggled > 5C > 4D~A > 4D~D > j.Cx10 > j.214B

5A AA > 5C > 4D~A > 4D~D > j.Cx10 > combo drop > enemy tech > 4D~A AA > dash 4D~A > 4D~D > j.Cx10 > j.214B

j.A > 2A > 5B > Jayoku > 6D~A > 6D~A > 6D > 623D into corner > 2B > 5C > j.Cx10

236C > Jayoku > 6D~A > 6D~A > 6D > 623D into corner > 3C > Jayoku

Corner: Gold Burst > Jayoku > 214D~C > dash > 5B > …

Rücken zu Corner: 214D~B CH > 6D > 623D > 2B > 5C > 2C > 4D~D > j.Cx10

5B AA > 2C

2C AA CH > 4D~A > 4D > 623D > 3C

Gold Burst > 6D > 623D > RC > j.6D > 2C > 4D~A > 4D~D > j.Cx10

Jayoku FCH midscreen > dash > 214D~C > 5C > JC > j.5xC > 2C > j.Cx10

5B > 2C > 3C > …

Jayoku FCH > 6D~A > 6D > 623D into corner > Jayoku > 2D~A > 2D~A > 2D~D > j.Cx10

Corner: 2B > 236C > Jayoku > 2D~A > …

5A > 5B > Jayoku > back dash > 6D > 623D > Mizuchi

236D CH Corner > 5B > 2C > 4D~A > 4D~D > …

214D~B CH > 5D~D > j.B > 5C > 4D~D > j.Cx10

Corner 5B > 3C > 214D~C > 2C > 4D~D > j.Cx5 > j.214B > RC > Back air dash > j.4D > 2C > 4D > …. Checken

RC Beispielcombos: 214~B CH>6D>623D>RC>Back Air Jump>j.6D~D>2C>4D~A>4D~D>j.Cx10

j.6D~D>j.B>j.214B>RC>2B>5C>…

j.4 oder 6D~D ganz schnell fliegt geradeaus weiter > air grab

j.D~D>j.2C crossup CH > (dash?) 2B>3C>214D~C>BnB

näher Corner: air throw> 2D~D>2B>Hotenjin>214D~C>dash under>5B>2C>623D>2B>5C>j.Cx10>j.214B

Corner: 6A>jayoku>214D~C>5B>2C>623D>2B>5C>j.B>j.Cx4>j.Cx5 Nur ggn Lambda? Geil weil gegner wieder corner

Hazama Oki

- 2A safe poke picks up roll 2A > 5C > (2C?) > 4D~A > 4D~623D ?

- 2 A safe poke bait > SJ back > j.4D > combo

2A safe poke (on block) > 236C







Hazama shenanigans:

- 5D~D (fast) > j.6D > j.B > 2A > 5B

- Mixup: Crossup j.2C > (3C) > 236236B

4D~D / 6D~D (fast) = need check to fly more distance

5D~D (fast) into the air > j.A

- j.6D~D (not hit) > j.2C crossup

- 6D~D (on hit) > j.D to run away

- j.Cx10/Throw mixup

- 6D~D (on air block) > j.2D~C

- j.6D (enemy in the air/neutral) force block with j.A > both land > 2A > 5B > cross up j.2C > 2A > 5B > 3C > 236D (block)

- 5D~D > j.A (on hit) > BnB

                     (on block) > 236C > BnB

Corner: j.CxN in an arc to force enemy to stay in the corner

j.(6)D buffering 236236B before landing

j.B > 2A

j.B > 2A AA (juggle) > 5C > 4D > …

5D~D > j.B > 2A > 5B > 3C

Jump-in j.A oder Air Grab, land 2A

5B> 3C > 236D > RC > 3C > 214D~A

j.6D~D > j.A (airborne enemy) > land > 5A AA > 5C > 4D~A > 4D~D > …

j.Cx10> no j.214B reset, enemy tech 4D/2D in corner ~A 2D~D > …

If you need to dash 3C > 5C do the JC > j.Cx5 > 2C > (4D~D) > j.Cx10




Blockstrings:

5B > 2B > 214D~A > 2A

2A > 5B > 2B > 236D

Block Strings Most of Hazama's block strings revolve around 2a > 5b and mixing it with other attacks as 5B is a versatile normal which can cancel into so many things. Since most of Hazama's attacks lack the range of other characters he'll be put out of range very quickly. The key to having a successful blockstring is to frametrap (leaving a gap big enough so that the opponent thinks he can get away with an attack but countering before he can throw it out). Examples. 2a xN > 5b > 5b > 3c > dash > 2a >... 2a xN > 5b > 214d~a > 2a >... 2a xN > 5b > IAD(96) j.2c > 5b/3c... 2a xN > 5b > 236D > dash > 2a >...

IMO. Anything that involves going in after 236D is unsafe. +1 frame advantage isn't that great. And anything fast enough to beat out pokes has terrible range. Dash 5C doesn't seem too horrible though because that hitbox is MASSIVE. 214D~A should be used sparingly. After a certain amount of usage people will start to realize it can get beaten out by jabs. Don't forget that you don't have to stay in forever. You can just end your pressure by running away and doing the cat and mouse game again.

A decent block string to baiting with 214D~B has worked for me on occasion.

2A > 5B > 3C > 214D~B

No, never end a blockstring on the ground with 214D~B, it's like -20 or some shit, and if they IB it you're getting raped.

If possible end a blockstring with 236D after 3C, because it leaves you at +1 or -4 ( if they IB ) which is safe in BB.


Be careful with 214-a, most characters can interrupt it easily. Try to gatling it from moves not anticipated. Examples:

-2a, 2b, 214d-a -2a, 2a, 214d-a -j.2c, land, 214d-a -2a, 5b, 665b, 214d-a

The list goes on..

Another thing to consider is using 214d-d, backdash, 3c, after a predictable blockstring (ie:2a, 5b, 3c~), if they're predicting 214-a, you can get a CH 3c and net a juicy combo.

Best thing is simply to have a bunch of various options. The more unpredictable you are, the better your success will be. Examples:

2A > (delay) 236C 2A > (dash) 236C 2A > (dash) B+C 2A > 5B > (dash) 236C 2A > 5B > (dash) B+C 2A > 5B > 3C > 214D~A 2A > 5B > 3C > 214D~C 2A > 5B > 3C > 214D~D 2A > 5B > 3C > 236D 2A > 5B > (cross up) jB 2A > 5B > (cross up) j2C 2A > 5B > high jump backwards > j6D

Hazama has a lot of single options that, when used at random (or trained), can make things difficult on an opponent.

Hazama scores a lot of unexpected counter hits, usually people mashing out after 214D~A or 5B.

2A, 5B, 2A > command grab works pretty good if you tick it right, it catches them mashing since it has invincibility as well.




Matchups:

Vs. Lambda:

zoning! faking/baiting with D~A chains in corner j.C block > Jayoku  ???

              (no B)

5D can be punished by Lambda’s 236236D

Vs. Makoto:

All chains can be punished by Makoto’s super

Vs. Ragna

Punish Ragna’s 2D with dash 5B

Vs. Rachel

Punish random Tempest Dahlia with Mizuchi Rekkazan

Vs.Bang Ashura > Houtenjin