Sorry for popping up randomly to correct a combo:
For the finisher after the 2 sets of jCx to perform the kick that sends the opponent to the ground it is 214B, this is used to tack on the extra...like 20 damage and not allow the opponent to recover in the air.
Also for basic Haz. : make use of all of hazama's stance attacks...each have their own purpose...I call them the smack, flash, and scoop...
214D > A =Fast overhead that if hitting a crouching opponent can allow 2A > 2B > 3C...depending on the range
214D > B=Normally called his flash kick, very fast, decent invinc., somewhat safe when blocked, and counter hit can allow 4D to different options from that (Note that the charged aka blue version has fatal counter properties),
214D > C=The low hitting BnB starter to 5C and his combos...don't get to used to that after CS2...
214D > D=Stance cancel, no real attack purpose except avoid commiting to an attack that might get you punished and to bait eager Dp users...like ragna the derpedge
This is some advice that a Jin mainer can offer in regard to hazama...though it would be smarter to try the haz. challenges to get the basic idea of his playstyle...then go to dustloop and watch some high level hazama play. Search "jourdal" on youtube to find a plethora of Blazblue matches from japan including BBCS2...
Oh and I'm an X-boxer that generally tries to do some online on fridays if rooms aren't flooded with litchis and 1 connection matches.