staying out of his range is all you really have to do, just remember that you absolutely control the tempo of this fight and there is little to nothing he can do about it.
double jump/back jump/get in the air at the beginning of the fight to get a cloud out, mix up your ways of getting to the ground, as far as I can tell he has no way to stop you from doing this, you simply out range his aerial advances.
follow this up with moving him into a corner (obviously the methods of doing this will change depending on which cloud you summon) basically with moving behind your bell bugs, spitting at the ground and the occasional mix up poke from a j.D.
If Hakuman decides to try and get over your bell bug, standing C him and get a nice air combo, that is of course if he has avoided all the advances upon him that result in a curse, chances are he has not.
Eventually Hakuman will find himself forced into a corner, because that's where we put him, and in the immortal words of Admiral Ackbar... "IT'S A TRAP!"