Hazama's basic moves and combos

* Hazama's →→ is a short step forward.
Standing A: standing poke.
Standing B: standing knee, links from A and ↓A.
Standing C: Cross slash, jump cancelable on block, links from A and ↓A.
↓A: quick crouching jab, even on block.
↓B: crouching kick, low attack.
↓C: quick anti air strike, links from A and ↓A, jump cancelable on block.
→A: slow overhead, not cancelable.
→B: slow low attack.
→C: staggers, knockdown on counter hit.
↘C: low attack, has a good range, links to standing B and C.
Jump A: quick jumping poke.
Jump B: long diagonal kick.
Jump C: horizontal multi slash, increases hit count by mashing C, short reach.
Jump ↓C: short range slashes below.
* All jump attacks are not jump cancelable.
↓↘→D: staggers on counter hit, small disadvantage on block.↓↙←D
-> A: hop attack, overhead, links to ↓A on crouching hit, small bounce on air hit.
-> B: has upper body invincibility.
-> C: low attack, juggles opponent, links to standing B.
-> D: cancel stance.
Jump ↓↙←B: Knock down on air hit, not an overhead, has landing recovery.
↓↘→C: command throw, links to standing B afterward.
→↓↘D: launches Ouroborus (knife) upward, air unblockable, barrier guard ok, able to pick up opponent off the ground afterward.
↓↘→↓↘→B: motion similar to Johnny's →K, has invunlerable start up, launches opponent to air and untechable, risky on block.
→↘↓↙←→C: Similar to Litchi's All Green (→←↓↑C) but much slower start up with small hit box.
Drive: Ouroboros
*Extending the chain does two hits, 2nd hit may not occur depends on positioning. After 2nd hit, you may input follow ups to pull yourself towards opponent. Follow ups consumes Ouroboros counts (2 max) that takes a period of time to recover:

Standing D

shoots out the knife horizontal forward, links from standing C.
↓D: shoots directly upward.
→D: shoots slight upward, similiar to Λ-11's →D.
Jump D: shoots horizontal forward, air vs air.
Jump ↓D: shoots direction downward.
Jump →D

shoots downward, similiar to Λ-11's jump D.
Jump ←D: shoots a bit more downward than jump →D.
Follow ups:
A: stops the chain, has long recovery.
B: Moving towards opponent in a parabolic arc.
C: Moving towards opponent in a parabolic arc.
D: Moving directly towards opponent quickly.
Combo List
Starters:
Jump D (2 hit or CH) > D > land ↓A > B or C or ↓C > ↘C
↓↘→D, A > ↓A > B or C or ↓C > ↘C
↓↘→C > ↓A > B or C or ↓C > ↘C
Patch #1:
~ > ↘C > ↓↘→D, C > dash C > ↓C > →↓↘D > ~
~ > ↘C > ↓↘→D, D > dash ↓B > ↓C > →↓↘D > ~
~ > ↘C > ↓↘→↓↘→B > dash C > →↓↘D > ~
Patch #2:
~ > →↓↘D > dash ↓↘→D, C > dash C > ↓C > →↓↘D > ~
~ > →↓↘D > J→D, D > land B > ↓C > →↓↘D > ~
~ > →↓↘D > low air dash J↓C > land ↓C > →↓↘D > ~