BBCSE/Hakumen

From Dustloop Wiki

Overview

Hakumen is one of the Six Heroes who wields the Nox Nyctores, Ookami. He is a playable character in Calamity Trigger and Continuum Shift.
Drive: Zanshin
Zanshin projects a shield-like energy barrier that, when triggered by an opponent's attack, will negate said attack and follow-up with an unblockable, invincible counter-attack. If a physical attack triggers Zanshin, the opponent is frozen in place making the follow-up inescapable. Also, the guardpoint protects and triggers on either sides of Hakumen, allowing him to catch any cross-ups. This gives Hakumen an effective counter to use against many of his opponent's options. In addition, many of Hakumen's normals cancel into his Drive. This makes Zanshin not only a great defensive tool, but an offensive one as well, countering attacks that may exploit holes in Hakumen's blockstrings.
Hakumen

BBCSE Hakumen Portrait.png

Health: 12,000
Guard Primers: 5
Movement Options: 1 Double Jump/Airdash, Hop-Dash, Command Dash

 Hakumen plays Footies and depending on meter can convert stray hits to large damage or use his meter to force his way in.

Pros
Cons

Move List

See also: Hakumen Full Frame Data

Normal Moves

5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400 ? 85 84 5 3 6 +3 Click!
  • Standing hit has hitstun of 14F
  • 9F~ can cancel into followup normal (5B)
  • Bend back on hit


Standard standing jab. It whiffs on crouching opponents, so beware using it too much or being too predictable with it. Due to the 5-frame start-up and its' safety, it's a useful anti-air.

It can be delayed-cancelled into 5B and gatlings into 6A, 6B, and any D move.

5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
590 73 90 89 10 2 15 0 Click!
  • 21F~ can cancel into followup normal (5A)


One of Hakumen's best normals for its' amazing range, usefulness as a starting move, and it being safe on block. With proper spacing, it can beat out a lot of approaches.

It can be delayed-cancelled into 5A and 2A. It gatlings into 6B and any D move.

5C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1110 137 100 92 14 2 20 -3 Click!
  • 13F-15F can cut projectiles
  • Air hit prevents quick tech


This is the best normal move Hakumen has to start combos with for maximum damage. This makes it a great move to reset into as well. It is a somewhat decent anti-air and can be linked into itself on an anti-air CH.

5C does not gatling into another normal move. However, it can be special-cancelled, usually into Renka or Gurren.

2A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
350 ? 85 84 7 3 8 +1 Click!
  • 13F~ can cancel into followup normals (5A, 2A, 5B, 2B)


This is arguably the farthest-reaching 2A of the cast, making it a great footsie tool. Hakumen's 2A is also quick and has advantage on block, giving the player an effective way to beat out poorly spaced attacks on the ground.

It can be delayed-cancelled into itself, 2B, 5A, and 5B. It gatlings into any D move.

2B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450 55 80 86 8 2 10 +2 Click!
  • Standing hit has hitstun of 14F
  • 16F~ can cancel into followup normals (5A, 2A)
  • Opponent is bent back on hit


With its' superior range, quick start-up, and being plus on block, this is Hakumen's best move for footsies. Many ground approaches and attacks can be beat outright by the reach of the hitbox on this move. This is also has a 8-frame startup for a low, making it a great move to keep your opponent honest.

It can be delayed-cancelled into 2A and 5A. It gatlings into any D move.

2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1050 ? 90 92 13 3 33 -17 Click!
  • 10-18F can cut projectiles


A good anti-air due to its' vertical reach, which also makes it an ideal way to punish blocked/whiffed aerial Bursts. It's also great at covering a lot of space at once and has a large window in which it will cut projectiles. However, it is a bit slow and very punishable on whiff.

If blocked on or low to the ground, you can cancel into Gurren to make it safe.

2C does not gatling into any other normal move and can only be jump-cancelled on hit.

6A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 77 85 89* 16 3 18 -4 Click!
  • Has blow-away effect
  • Wall bounces on air hit in corner
  • Has 10% repeat proration
  • Has head invincibility from 6F-18F
  • Wall bounce adds ?F of untech time
  • Guard has guard recovery of 20F

What was once a relative useless move by itself in CS1 & 2, it is now Head-attribute invulnerable for quite a while. As such, it is one of Hakumen's best anti-airs in Extend.

A new change to the move causes it to wall-bound towards the corner so the juggle in CS2 (5A > 6A > 5A) does not work anymore. However, it now wallbounces in the corner and is usually used after a 6C slide when there's not enough time to dash 2C for the Corner Loop.

On CH, you can link it into Gurren and Enma for a full combo midscreen.

6A gatlings into 6B and any of Hakumen's D moves.

6B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
590×2 73×2 50 90(once) 18 2, 3 23 -4 Click!
  • 1-22F low invulnerable
  • First hit bounces on air hit
  • Second hit bounces
  • Second hit breaks 1 Guard Primer
  • Ground guard has 21F guard recovery
  • Hitstop of 8F

This overhead is mainly used to keep people from blocking Hakumen low constantly. It also has low invulnerability through startup to prevent crouching opponents from countering you out of the move.

6B is relatively safe on block and breaks a primer, which can easily surprise opponents who aren't keeping tabs on a potential guard break situation.

Its' only weakness is that it doesn't combo into anything and can only be used strictly for the uses above.

6B only chains into a Drive move.

6C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
No Charge 1300 161 100 92* 20 3 25 -6 Click!
Partial Charge 1600 198 100 92* 16+8 3 25 -6 Click!
Full Charge 2000 248 100 92* 50 3 25 -9 Click!
  • Breaks 1 Guard Primer
  • Causes slide on air hit
  • Opponent is bent back on hit
  • Has 10% repeat proration

6C is mainly used in corner combos to add lots of damage. This is usually followed by 6A or 2C to pick the opponent up for a Corner Loop.

It is also used with your opponent in the corner on their wake-up. When used far enough away, it can catch rolls and can force your opponent to at least neutral tech and block. This is important as 6C breaks a primer and a Guard Break can spell death for an opponent in the corner. Fully charged, it causes a Fatal Counter as well.

Be wary using this against opponents with 50 heat or a proper reversal as you can be punished for overuse of this move.

It can only be cancelled into a Distortion Drive (for the most part, Shippu) but can usually be followed up on CH or when it's fully charged.

3C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1200 149 90 88 9 3 25 -9 Click!
  • 8-15F can cut projectiles
  • Downs on hit
  • Cannot Quick Tech on ground hit
  • Opponent's hitstop 19F when blocking


3C is a staple low in Hakumen's arsenal. It has a fast start-up, hits far, and is safe (even on IB) when properly spaced. It's a relatively good footsie tool to use to score CHs and to prevent dash-ins.

Can only be followed on CH.

4C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
No/Partial Charge 700 86 80 89 15 2 26 -10 Click!
Full Charge 1600 198 80 89 68 1 26 +3 Click!
  • Hitstop 0F(?)
  • Air hit causes wall bounce; adds ?F of untech time
  • Lunges forward during move
  • Causes stagger of ?F

As the longest-reaching normal that Hakumen has, it's mainly used as a long-range poke. You can special-cancel 4C into Gurren or Enma (on CH), making it useful at distance.

A new feature to 4C in Extend is the ability to charge 4C. Once fully charged, Hakumen will lunge forward a good amount as he does the move. This version of the move has many properties like wallbouncing on an air hit, staggering your opponent for a long period of time, and bringing Haku close enough to Renka after.

4C can only be special-cancelled.

j.A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
380 39 90 84 7 3 9 -- Click!
  • 13F~ can cancel into followup normals (j.A, j.B)


Your standard jab in the air. Use it to poke someone out of a slower move in air to air fights.

j.A delay-cancels into itself and j.B. It can also be jump-cancelled.

j.B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
590 73 90 89 8 3 20 -- Click!


This is Hakumen's best jump-in for a plethora of reasons. It has a quick start-up and is great against anti-air attempts due to the hitbox and aforementioned speed. A new change to the move is that it has had its' untech time greatly increased. On air CH, you have a very long time to confirm the hit as they can't tech for a great period of time, similar to CS2 Makoto's j.B on air CH.

It's also used as an instant overhead and to set up said fuzzy guards (falling j.B > jump cancel > j.B) for double overheads. This allows you to perform an overhead on a potentially crouching opponent when you normally could not. It is also quite easy and safe to confirm into Tsubaki using this method.

New to Extend, it can now be delay-cancelled into j.2A. This allows Hakumen to have much more corner carry than before.

j.C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
900 111 90 89 12 2 32 -- Click!
  • 10-19F can cut projectiles
  • Has blow-away effect
  • Hitstop 12F
  • Has a 3F recovery after landing

This has the longest reach of Hakumen's aerial attacks. As such, it's quite useful as a zoning tool to keep others from approaching you in the air while you are building meter. It's also used to lock your opponent in the corner and prevent them from escaping. The blow-back on the move is important as you can use this to send the opponent quite far towards the corner. Due to this quality, it's seen at the end of mid-screen combos to get the most corner carry possible.

It is also a good poke when used low to the ground as you will only suffer 3F of landing recovery instead of the full 32 and can keep quite safe while maintain superior horizontal control.

It can only be special-cancelled.

j.2A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
980 121 80 75 11 2 15 -- Click!
  • 5-18F can cut projectiles
  • Self-float on hit/guard


j.2A is usually performed in the middle of combos (followed by an air dash) as a way to obtain a good amount of corner carry in your midscreen combos. It is also an important piece of the Corner Loop, floating and juggling your opponent. This can now be used after j.B in Extend.

It can only be special-cancelled.

j.2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000 124 90 92 16 4 30 -- Click!
  • 14-19F can cut projectiles


The other widely-used jump-in not because it is fast (it almost twice as slow as j.B), but because of the massive area ahead and below Hakumen that it covers away from the move's hurtbox. A well-spaced j.2C will due wonders against anti-airs. At the very least, when used close to the ground will allow you to recover and block if j.2C whiffs (due to the head invulnerability of certain moves).

It is also used in the Corner Loop as low as possible to allow yourself to use 2C to relaunch for another loop or finish.

It can only be special-cancelled.

Counter Assault

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 50 92 11 3 30 -14 Click!
  • 1-20F invincible
  • Has blow-away effect
  • Cooldown 180F


Very seldomly used due to the practicality of Hakumen's Drive on defense. It is advised to use Haku's CA when the opponent uses a tight or highly unpredictable blockstring to escape the corner.

Drive Moves

5D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Catch -- -- -- -- 5 16 13 -- Click!
Attack 0, 1400 (0, 322)* 100 100, 50 4 10 6 -- Click!
  • 5-20F catch High/Mid attacks
  • Hakumen's hitstop 13F/Opponent's 17F on catch
  • Attack starts after hitstop
  • Invincible during move
  • 2nd hit cause knockdown
  • Cannot quick tech
  • 100% minimum damage
  • Hitstop 0
  • Adds 1 magatama

Boasting the longest active time (16F) and the shortest recovery of Hakumen's Drive Counters, it may be tempting to abuse this move. However, it's the only one that doesn't come out on the first frame. As such, it is not useful as a reaction tool but used against projectiles and ambiguous cross-ups. Like all but one D move, it catches High/Mid (Head/Body) attacks.

The attack on successful catch has the furthest horizontal reach of his Drive counters and is quite effective catching things like Bang's nails when used to cover an approach as you'll usually catch Bang with the follow-up. The attack itself tosses the opponent down on the opposite side of Hakumen and forces them into an untechable downed state. This is usually followed up with a 2C/5C corner carry combo.

The attack after a successful catch can be cancelled with Drive moves, a Rapid, or a Distortion Drive.

2D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Catch -- -- -- -- 1 8 34 -- Click!
Attack 0, 1100 (0, 253)* 100 100, 45 7 10 15 -- Click!
  • 1-8F catch Mid/Low attacks
  • Hakumen's hitstop 13F/Opponent's 17F on catch
  • Attack starts after hitstop
  • Invincible during attack
  • 2nd hit cause ground bounce
  • 100% minimum damage
  • Hitstop 0
  • Adds 1 magatama

As the only Drive move that catches Lows (as well as Mid attacks), it is usually used during the holes in an opponent's blockstring to catch a low mix-up attempt. However, it is very risky because it has the most recovery for a D move if your opponent baits 2D. Simply blocking and using 6D against overheads on reaction is a much safer option. Because of that, it is rarely used unless it is absolutely necessary, like on your wake-up.

The other use of 2D is to catch and punish Bursts as the attack comes out the slowest and will catch the opponent after the invulnerability frames wear off.

The attack flips the opponent over to the opposite side of Hakumen and slams them hard enough to cause them to bounce off the ground. This is usually followed by a 2C combo (as listed in the combo section).

The attack after a successful catch can be cancelled with Drive moves, a Rapid, or a Distortion Drive.

6D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Catch -- -- -- -- 1 9 26 -- Click!
Attack 0, 1400 (0, 322)* 100 100, 45 4 10 10 -- Click!
  • 1-9F catch High/Mid attacks
  • Hakumen's hitstop 13F/Opponent's 17F on catch
  • Attack starts after hitstop
  • Invincible during attack
  • 2nd hit cause spin of 81F
  • 100% minimum damage
  • Hitstop 0
  • Adds 1 magatama

A Hakumen player's most used/preferred Drive counter. It is the most effective counter when used in reaction to overheads as it comes out on the first frame and catches high/mid (Head/Body) attacks. 6D is great to exploit holes in your opponent's pressure as well and catch them when they least expect it. Careful use of this move on overheads in combination with blocking low is very effective. Do be careful not to become predictable with it (and other D moves) as you can be thrown or counter-hit low.

After a proper catch, 6D's attack will send the opponent forward spinning around for 81F. They cannot burst during this time. Often used follow-ups are a Forward Jump > falling j.2C or using a Hop Dash followed by 2C into a combo.

The attack after a successful catch can be cancelled with Drive moves, a Rapid, or a Distortion Drive.

j.D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Catch -- -- -- -- 1 7 12 after landing -- Click!
Attack 0, 2000 (0, ?)* 100 100, 45 4 10 6 -- Click!
  • 1-7F catch High attacks
  • Hakumen's hitstop 13F/Opponent's 17F on catch
  • Attack starts after hitstop
  • Invincible during attack
  • 2nd hit cause float
  • 100% minimum damage
  • Hitstop 0
  • Adds 1 magatama

j.D is Hakumen's only usable Drive in the air, but stays active the least of the Drives as well. Like every D move except 2D, it catches High/Mid (Head/Body). An important thing to remember is the recovery of j.D, which lasts until 12F after you land. As such, it is not recommended to use very high in the air in case you don't catch an opponent/projectile. This Drive is mainly used to counter predictable or slow anti-airs but should be used with great care as its' timing is strict and recovery long.

The attack after sends your opponent wildly spinning in the air and finally ends with them landing and teching as they land. The attack deals the most damage of the Counters (2000) but cannot be followed up normally with a combo. However, you can RC the attack to get the last bit of damage to kill someone in a round or to go for a sneaky Air Throw.

The attack after a successful catch can only be cancelled with a Rapid Cancel.

Throws

Forward Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1600 0, 198 90, 100 100, 55 7 3 21 -- Click!
  • 2nd hit cause slide and wall bounce, which adds 60F of untech time
  • 100% minimum damage


Given the ability to be special-cancelled again in Extend makes Hakumen's throw quite useful mid-screen now, as you can cancel into Renka and Gurren which both wall-bounce outside of the corner in this version. You usually go into your standard Corner Carry BnB from there. Also, the throw can be cancelled into Renka (1) > Kishuu in the corner for a great deal of damage.

A useful way to catch an opponent off-guard with a throw is to use it after Kishuu out of a blockstring. If used properly in conjunction with 6B/Zantetsu and Renka instead of Renka, you have quite a powerful mix-up option to break through your opponent's defense.

A Forward Throw can be cancelled into specials, a Rapid, and Distortion Drives.

Back Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 800×2 0, 99×2 90, 100×2 100, 110, 50 7 3 21 -- Click!
  • 2nd hit cause float
  • 3rd hit cause wall bounce; adds 60F of untech time
  • 100% minimum damage


All of the things detailed in the Forward Throw section apply here as well. The only difference is that you use this to throw your opponent into a corner that you were previously backed into.

A Back Throw can be cancelled into specials, a Rapid, and Distortion Drives.

Air Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0×2, 1500 0×2, 186 100 100×2, 55 7 3 15 -- Click!
  • 3rd hit cause knockdown
  • Cannot quick tech
  • 100% minimum damage
  • Hitstop 0
  • Vertical range 60-280

Hakumen's Air Throw can lead to some of the most damaging combos in your arsenal when used in the corner and the throw cancelled into either Hotaru or Tsubaki. This combination reverse prorates a lot and can lead to 6k+.

When used normally, you can pick the opponent up into a 2C combo by using falling j.B/j.2C depending on how high Hakumen is. This is very useful midscreen as a meterless method to combo your opponent into the corner.

An Air Throw can be cancelled into aerial specials or a Rapid Cancel, negating the third hit.

Special Moves

Gurren

214A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560 69 100 89* 14 3 15 +1 Click!
  • Requires 1 magatama
  • Has 10% repeat proration
  • Ground hit has hitstun of 27F
  • Air hit causes wall bounce
  • Bend back on hit

Kishuu

623A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- 18 total -- Click!
  • Requires 1 magatama
  • Has head/body/projectile invincibility 5-14F
  • 10F~ can cancel into follow-up

Enma

A during Kishuu

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
860 106 90 75 9+6 7 31 -19 Click!
  • Requires 1 magatama
  • 1-8F above waist invincibility
  • Hit cause float
  • Last 4F of active frames extends higher up

Renka

236B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
830, 860 103, 106 90 100, 55* 9 3(15)3 15 +1 Click!
  • Requires 2 magatama
  • 1st hit causes down state, cannot emergency tech
  • 1st hit has bonus 120% proration
  • Cannot quick tech
  • 2nd hit causes wall bounce; adds 40F of untech time
  • Has 10% repeat proration
  • CH continuation
  • Heat Gauge Cooldown 90F

Zantetsu

41236C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2430, 550 301, 68 90 80, 94 21 3(14)3 18 -2 Click!
  • Requires 3 magatama
  • 21-23F/ 38-40F can cut projectiles
  • 1st hit air hit cause grounding
  • 2nd hit cause knockdown
  • Cannot quick tech
  • Breaks 1 Guard Primer
  • CH continuation
  • Heat Gauge Cooldown 90F (none on whiff)

Hotaru

j.214B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1500 186 70 92* 11 2 23 -- Click!
  • Requires 2 magatama
  • 1-14F invincible
  • Hit causes float
  • Wall bounces near corner; adds 100F of untech time
  • Has 10% repeat proration
  • Fatal possible
  • Hit/block resets 1 jump; can only be used once per jump off ground
  • Heat Gauge Cooldown 90F (none on whiff)

Tsubaki

j.214C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2200 273 70 90* 15 3 22 -- Click!
  • Requires 3 magatama
  • Hit cause slide
  • Breaks 1 Guard Primer
  • Has Bonus 120% proration
  • Hitstop 10F
  • Heat Gauge Cooldown 90F (none on whiff)

Distortion Drives

Shippu

632146C

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Sword 4000[5500] (920[1265]) 100 60 3+7[3+78] 4 ?? ?? Click!
Wave 2500 (575) 100 80 3+11 -- -- -- Click!
Strike
  • Requires 4 magatama
  • Values in [ ] are when Shippu is fully charged
  • 1- 4F after super flash is invincible
  • Breaks 2 Guard Primers
  • 25% minimum damage (1000)
  • Hitstop 25F
  • Startup 14F after button release when charging
  • Maximum charge is 80F
  • Heat Gauge Cooldown 90F

Wave
  • Hit causes float
  • 25% minimum damage (625)
  • Goes through projectiles
  • If sword hits or is blocked, then projectile active frames are removed
  • Lv. 3 Projectile

Yukikaze

236236D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Catch -- -- -- -- 1 27 17 -- Click!
Attack 3800 (874) 100 30 56 15 39 -- Click!
  • Requires 4 magatama
  • 1- 27F after super flash catch all blockable moves
  • Hakumen's hitstop 4F/Opponent's 60F on catch
  • Attack starts after hitstop
  • Heat Gauge Cooldown 90F
  • Hit causes float
  • Fatal possible
  • 20% minimum damage (760)
  • Hitstop 30F

Mugen

214214B

-- -- -- -- -- -- 26+23 total -- Click!
  • Requires 8 magatama
  • Character Combo Rate 30%
  • Maximum Duration 1079F
  • 1-26F is invincible
  • After using 9 magatama, meter reduction speed 3x
  • Auto heat gain stops for 600F after use
  • Damage during Mugen: 1.2x (doesn't affect tech time)
  • Shippu has 100% guaranteed damage while Mugen is active
  • No primer breaking, Rapid Cancels, or Counter Assaults during Mugen
  • Mugen immediately ends Shippu or Yukikaze hit the opponent

Astral Heat

Akumetsu

[2]8D

death 0 -- -- 1+0 20 16 -- Click!
  • Catches everything except projectiles
  • Attack starts after 229F
  • Heat Gauge Cooldown 180F

Strategy

Offense

Defense

Combos

Combo Notation Guide:
  • AD/IAD: Air Dash / Instant Air Dash
  • JC/SJC: Jump Cancel / Super Jump Cancel
  • AA: Anti-Air (hit)
  • CH: Counter Hit
  • FC: Fatal Counter
  • TK: Tiger Knee
  • RC: Rapid Cancel
  • [Starter]: Any move or partial combo that can be canceled into the following move
  • Hop: Hakumen's forward dash which is a hop
  • Move Name(#): Cancel the move on the hit number indicated by (#)
  • (#): The minimum amount of Magatama needed
  • [ # / # ]: Damage / Magatama Gained

Midscreen

  • Hakumen's new midscreen combos in Extend revolve around the Revolver Action cancels of J.A > J.B and J.B > J.A . They, in conjunction with J.B's longer hitstun, allow new combos that would not be possible in Continuum Shift I or II.
  • J.A > J.B combos are generally easier to do but result in slightly less damage when compared to J.B > J.A. They offer the same amount of meter gain. Any combo that is listed with J.A > J.B works with J.B > J.A .
  • In order to do the J.A > J.B combos, you need to catch your opponent with the J.A when they're reasonably low to the ground. This usually entails delaying the air dash that occurs before the J.A > J.B as well as possibly the J.A. You should not delay the J.B as the hitstun on the J.A is not very much. It also helps when you're reasonably low to the ground.
  • In order to do the J.B > J.A combos, you also need to catch your opponent with the J.B when they're reasonably low to the ground. The difference is in this case, you don't want to be that low to the ground, that way you have time to actually fall and do the following J.A. Therefore, you should delay the J.A as long as possible so that the following move can connect since the hitstun on J.A is small.
  • For combos that go like 2C > J.B > J.2A > AD J.A > J.B you should delay both the initial J.B and J.2A as long as possible. The 2C as well should be delayed so that it lands when the opponent is as low as possible. For cases where it's Renka(1) > Kishuu, that means you wait for the opponent to be completely grounded before doing 2C. For other cases where they are falling in midair, wait for them to fall as low as possible before doing 2C.
  • Most of Hakumen's combos are modular by nature and sections can be mixed and matched with relative ease. Examples of how to do that will be listed but feel free to combine sections and make your own combos.


Normals

(0) CH 3C > 2B > 5A > SJ.B > J.2A > AD J.B > J.2A > J.C [2547 / 1.2]

You'll need to be reasonably close to your opponent for the 5A to connect.


(0) CH 3C > 2B > 5A > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [2803 / 1.9]

You'll need to be reasonably close to your opponent for the 5A to connect. This combo does work with J.B > J.A though the execution is really hard.


(1) CH 3C > 2B > Gurren > Hop 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [2967 / 1.6]

This is an easier combo to do if you haven't learned the J.A > J.B or J.B > J.A timings yet.


(1) CH 3C > 2B > Gurren > Hop 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [3217 / 2.0]

Depending on the height of your opponent, you might want to delay the initial 2C , do not delay the Hop though.


(1) CH AA 6A > Gurren > Hop > 5A > J.B > J.2A > AD J.2A > J.C [1901 / 1.3]

This is an easier combo to do if you haven't learned the J.A > J.B or J.B > J.A timings yet. Also there is no minimum height requirement that your opponent must be at when you hit them with 6A .


(1) AA CH 6A > Gurren > IAD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [2156 / 1.1]

You can only do this combo if you hit your opponent when they're about half a body high off the ground or higher with 6A . If they're too low, you will not have time to IAD J.A/J.B .


(1) CH AA 6A > Gurren > Hop 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [2624 / 2]

The height requirement for this combo is higher than the minimum requirement for the previous combo. If they're too low, you will not have time to Hop 2C .


(1) CH AA [Starter] > 5C > Kishuu > 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [3506 - 3533 / 1.6]

This combo can only be done when you hit an opponent in the air with some move that allows you to connect to a 5C, you could also just start with a CH AA 5C. For this combo, you should not delay the 2C since the 5C will ground the opponent instantly. If you hit your opponent with the 5C when they are too low you won't have time to connect the following 2C. Anything about head height and above should connect.


(2) [Starter] > Kishuu > Enma > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [1843 - 2974 / 1.4]

(2) [Starter] > Renka > Hop 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [1973 - 3376 / 0.9]

This is an easier combo to do if you haven't learned the J.A > J.B or J.B > J.A timings yet.


(2) [Starter] > Renka > IAD > J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [1920 - 3358 / 0.9]

You'll want to delay your IAD a bit so that your opponent will be low enough for J.B to connect.


(3) [Starter] > Renka(1) > Kishuu > Hop 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [2376 - 3989 / 0.9]

This is an easier combo to do if you haven't learned the J.A > J.B or J.B > J.A timings yet. The hop is unnecessary but helps push your opponent a little more towards the corner.


(3) [Starter] > Renka(1) > Kishuu > Hop 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [2669 - 4444 / 1.5]

The hop is unnecessary but helps push your opponent a little more towards the corner.


(4) [Starter] > Renka(1) > Kishuu > Hop 2C > J.B > J.2A > AD J.A > J.B > 5C > Kishuu > 2C > J.B > J.2A > AD J.2A > J.C [2817 - 4794 / 1.6]

You need to make sure your opponent is as low as possible after the J.B so that the 5C can connect. You can choose to omit the Kishuu , but depending on what character your opponent is playing (Carl, etc) and what your starter was, you may need to change the ender to simply SJ.B > J.2A > J.C . The hop is unnecessary but helps push your opponent a little more towards the corner.


(5) CH AA 6A > Gurren > Kishuu > 5C > Renka(1) > Kishuu > 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [3563 / 1.5]

Gurren

Gurren can be used in place of the [Starter] for any of the combos in the Normal starter list. Remember that Gurren has a 10% repeat proration so don't do it more than once per combo. If you get a CH Gurren you can do CH Gurren > 5C for your [Starter] .


Enma

Enma can be used in place of the [Starter] for any of the combos in the Normal starter list. Simply jump up with your opponent and do a falling J.2C > 5C and go into your combo using that for the [Starter].


(2) Kishuu > CH Enma > J.C > IAD J.B > J.A > 2C > SJ.2A > AD J.2A > J.C [2386 / 1.4]

You need to do the J.C as low as possible in order to get the IAD J.B in.


Renka

Renka can be used in place of the [Starter] for any of the combos in the Normal starter list that have Renka in them. Simply ignore anything that comes before the Renka and use that as the [Starter].


Zantetsu

If you are not close enough for the move following Zantetsu you can use Kishuu to get close enough. Remember that using Kishuu will use up one extra magatama on top of the original cost of each combo.


(3) Zantetsu > 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [4151 / 0.8]

This is an easier combo to do if you haven't learned the J.A > J.B or J.B > J.A timings yet.


(3) Zantetsu > 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [4428 / 1.4]

(6) Zantetsu > 5C > Renka(1) > Kishuu > Hop 2C > J.B > J.2A > AD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [5117 - 5372 / 1.2]

Only do the 5C if you are close enough for the 5C to land otherwise just go straight to Renka(1) .


Hotaru

All combos can only be done using either a Hop Hotaru ( you do a Hotaru while you are hopping either forward (66 214B) or backwards (44 214B) ) or a TK Hotaru unless otherwise noted. The following IAD should be done as quickly as possible.


(2) Hotaru > AD J.2A > J.C [2138 / 0.2]

This combo is for the situation where you use a Hotaru in midair.


(3) Hotaru > IAD J.C > Gurren > Hop 5A > 5B > SJ.B > J.2A > AD > J.2A > J.C [2896 / 1.1]

The initial J.C needs to be done as low as possible in order for the Gurren to connect. This is an easier combo to do if you haven't learned the J.A > J.B or J.B > J.A timings yet.


(3) Hotaru > IAD J.C > Gurren > IAD J.A > J.B > 2C > SJ.2A > AD J.2A > J.C [3010 / 1.2]

The initial J.C needs to be done as low as possible in order for the Gurren to connect.


(2) FC Hotaru > IAD J.2C > 5A > SJ.B > J.2A > AD J.B > J.2A > J.C [2870 - 3184 / 1]

You can replace the 5A with 5B or 2C if you think you can land them. The J.2C should be done as late as possible before either you or your opponent lands.


Tsubaki

All combos can only be done using a Hop Tsubaki ( you do a Tsubaki while you are hopping either forward (66 214C) or backwards (44 214C) ) right next to your opponent unless otherwise noted. TK Tsubaki is generally too slow to allow following up unless otherwise noted.


(3) Tsubaki > IAD J.2C > 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [4058 - 4177 / 1]

This combo does not work on CH Tsubaki . This combo is very hard execution wise. You must IAD as soon as possible. You must also do J.2C as soon as you start falling. The timing changes depending on who your opponent is however. If your opponent is too high you can skip SJ.B .


(4) Tsubaki > Hop Gurren > Hop 5A > J.B > J.2A > AD J.B > J.A > 2C > SJ.2A > AD J.2A > J.C [3838 / 1.5]

This combo does not work on CH Tsubaki . This combo does not work on Noel or Rachel.


(4) Tsubaki > Hop Gurren > Hop 2A > 5A > J.B > J.2A > AD J.A > J.C [3457 / 1]

This combo works on every character, but the input of the 2A after the hop is a bit strict.


(5) Tsubaki > Hop Kishuu > Enma > J.2C > J.2A > AD J.2A > J.C [3896 / 1]

This combo does not work on CH Tsubaki .


Throw

(1) Forward Throw > Gurren > Hop 5A > J.B > J.2A > AD J.2A > J.C [2437 / 1.2]

This combo does not work on Noel. You can modify the combo by adding a 5B after the 5A for more damage, but then the combo might need to be modified depending on the character. For example on Arakune and Rachel, if you added 5B in, you need to super jump the J.B for the combo to work.


(1) Forward Throw > Gurren > Hop 2A > 5A > J.B > J.2A > AD J.2A > J.C [2421 / 1.3]

This combo works on every character, but the input of the 2A after the hop is a bit strict.


(3) Forward Throw > Kishuu > Enma > AD J.C > Gurren > Hop 2C > J.B > J.2A > AD J.2A > J.C [2762 / 1.5]

You need to delay the J.C so that Gurren can connect.


(1) Back Throw > Gurren > Hop 5B > J.B > J.2A > AD J.2A > J.C [2521 / 1.2]

For Noel and Rachel, you need to delay the Gurren slightly in order for the combo to work. Also you may want to use 5A instead of 5B since the delayed Gurren might not allow the 5B to connect in time.


(1) Back Throw > Gurren > IAD J.B > J.A > 2C > J.2A > AD J.2A > J.C [2617 / 1.4]

This combo does not work universally with J.A > J.B.


(4) Forward / Back Throw > Shippu [2788 / 0]

This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.


(0) Air Throw > J.2C > 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [2766 - 2937 / 1.4]

You can replace the initial J.2C with a J.B if you don't think the J.2C will come out in time. Do note that you will have to delay the J.B until you are closer to the ground.


(0) Air Throw > 2B > 5A > J.B > J.2A > AD J.2A > J.C [2369 / 1.2]

This combo is for the odd situation where you are so low that a J.B will not come out in time.


Zanshin

(0) 5D > 2C > J.B > J.2A > AD J.B > J.2A > J.C [2385 / 2.2]

(4) 5D > Shippu [2480 / 0]

This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.


(0) 2D > Hop 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [2085 / 2.2]

You can skip the SJ.B if you are going to be in the corner by the end of the combo, that way you will be low enough to end with 5C > 3C . You can also skip the Hop if you don't like the timing.


(4) 2D > Shippu [2180 / 0]

This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.


(0) 6D > J.2C > 2C > SJ.2A > AD J.B > J.2A > J.C [2504 / 2.2]

This combo is most stable if you take a step forward then jump (you should jump before your opponent stops spinning around and starts falling) and do J.2C. You can also do a SJ.2C without the step forward, just be aware that depending on the opponent, you will cross them up midcombo.


(4) 6D > Shippu [2480 / 0]

This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.


(8) 6D > Mugen > Shippu [5400 / 0]

This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.


Shippu

(5) CH Shippu > Gurren > Hop 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [5369 / 0.6]

(5) CH Shippu > Gurren > IAD J.A > J.B > 5C > 2C > SJ.B > J.2A > J.C [5392 / 0.7]

Yukikaze

(5) Yukikaze > Kishuu > 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [4456 / 0.5]

You'll want to delay the 2C a bit in order for SJ.B to connect.


Midscreen to Corner

  • Most Midscreen combos when they go from Midscreen to Corner are not modified and simply have a 5C > 3C or 6A > 5C > 3C ender added onto them. If you believe that your midscreen combo will get you to the corner you should try and keep yourself low to the ground so that you can get the ender for better oki. This will usually entail changing combos that go like SJ.B > J.2A > AD J.B > J.2A > J.C to just J.B > J.2A > AD J.2A > J.C in order to be low enough to catch them with the 5C.


Corner

  • Hakumen's corner combos revolve around a loop that goes like 2C > SJ.2A > J.2C > 2C > SJ.2A > Delay J.2A > AD J.2A > J.C > 5C > 3C with the repeated part being 2C > SJ.2A > J.2C . If you think you can do a second repetition of the loop, add it after the first repetition and take out the delayed J.2A (2C > SJ.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 5C > 3C). In fact you can take out the delayed J.2A if you don't feel comfortable with it, you won't lose much damage. If you take out the delayed J.2A then make sure you do not Super Jump the preceding J.2A anymore.
  • Additionally, you can add in a J.B before the first SJ.2A. It helps move you closer to the wall, but unless you have a very good starter, assume that you cannot use 2 repetitions of the loop.
  • Whenever you're doing the corner loop, you should try to delay each J.2C as much as possible. Doing so allows you to land the following 6A or 2C .
  • If you're fighting Hakumen or Arakune, you should always skip the delayed J.2A in combos where you do J.B > J.2A > J.2A > AD J.2A . You do not need to skip the delayed J.2A in combos where you do SJ.B > J.2A > J.2A > AD J.2A or SJ.2A > J.2A > AD J.2A .
  • If you see [6C] in a combo, you can charge it to level 2 to do more damage and also give you time to get a hop in. You don't always need to hop after a charged 6C, but it usually helps. Please remember that you do not have to charge 6C in order for the combo to work though.
  • 6A can be placed at either the beginning or the end of most combos. It can be placed at the beginning, before or after the 6C, if you don't think you'll land the combo without the extra corner push. Alternatively it can be placed at the end, before the 5C > 3C. Try to delay both the move before 6A as well as 6A so that your opponent is low enough for both the 6A and the following 5C to land. 6A has repeat prorate, so don't use it more than once per combo. The damage difference between the two positions is very small, so feel free to put it at the beginning if you think it'll help. Generally it is more stable to put 6A at the beginning of the combo, since doing 6A pushes yourself closer to both the corner and your opponent.
  • In order to do combos with 2C > TK Hotaru > J.2C > 5C, you should forward Super Jump Tiger Knee the motion. That is 29(Forward Super Jump) 5 2147B(Tiger Knee Hotaru) after the 2C. You should also delay the J.2C so that your opponent is low enough for 5C to connect, though you don't want your opponent too low or else the 2C won't connect. You want to hit your opponent with the tip of the blade when you do 5C.


Normals

(0) CH 3C > 2B > 5A > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [3405 / 2.7]

(0) CH AA [Starter] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [2273 - 4432 / 2.8]

Depending on your [Starter] and the height of your opponent, you may want to switch out 2C with 5B or 5A . Also in the case that your opponent is too high up after the [Starter] you may just want to skip both the 2C (will not reach that high) and the SJ.B (will push your opponent too high for the rest of the combo) . If you start this combo with 2 A moves, take out one repetition of SJ.2A > J.2C > 2C . Generally it is more stable to only do one repetition of SJ.2A > J.2C > 2C .


(0) CH AA 6A > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [3035 / 2.1]

This combo is done in the situation where a CH AA 6A wall slams your opponent and you catch them as they're falling after the wall bounce with 2C .


(1) AA Gurren > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [2925 - 3773 / 2.5]

Depending on your spacing, you may want to do a Hop 5A/5B if you are too far away from the corner. Generally it is more stable to only do one repetition of SJ.2A > J.2C > 2C .


(2) [Starter] > Renka > 6A > 6C > 2C > SJ.2A > J.2C > 2C > J.2A > AD J.2A > J.C > 5C > 3C [2446 - 4341 / 2]

If your [Starter] contains 2A, 5A, or 2B you will need to change the combo to [Starter] > Renka > 6A > 6C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C . Depending on your spacing, you may want to do a Hop before the 6A if you are too far away from the corner. If you are completely in the corner, you should hold 4/back for a tiny bit, less than a second before you do 6A , that way when you do 6A you don't end up crossing under your opponent.


(3) [Starter] > Renka(1) > Kishuu > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [3528 - 6295 / 2.7]

This is an easier combo if you haven't learned the J.2C > 6A timing yet. If you start this combo with 2 A moves, take out one repetition of SJ.2A > J.2C > 2C .


(3) [Starter] > Renka(1) > Kishuu > [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.C > J.2A > AD J.2A > J.C > 5C > 3C [3784 - 6357 / 2.5]

After the initial J.C , you land and jump back up to do the following J.2A . You'll want to do J.B > J.2A > J.C with no delay between each move to ensure that your opponent is high enough for the rest of the combo to connect.


(3) [Starter] > Renka(1) > Kishuu > [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [5140 - 6536 / 2.9]

This combo cannot be done with weak starters such as 5A , 2A , or 2B . This combo is really only for the instance where you get a 5B starter.


(3) [Starter] > Renka(1) > Kishuu > [6C] > 2C > SJ.B > J.2A > J.2C > 5C > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [5526 - 6562 / 3.5]

This combo does not work on Carl. This combo can only be done with a really good starter like 5C, Renka, or Gurren. In all other cases go for the above combo. You should do the initial J.2C early enough that when you do the 5C your opponent will be caught at the highest point on the tip of the blade. Doing so allows the following 2C to combo.


(5) [Starter] > Renka(1) > Kishuu > [6C] > 2C > TK Hotaru > J.2C > 5C > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [4290 - 7528 / 2.6]

If you start this combo with 2 A moves, replace SJ.B > J.2A > J.2C > 2C with J.B.


(5) [Starter] > Renka(1) > Kishuu > [6C] > 2C > TK Hotaru > J.2C > 5C > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [6191 - 7740 / 2.9]

This combo will not work with 5A , 2A , or 2B as the [Starter] . If you start with 5B then you will need to drop the SJ.B .


Gurren

Gurren can be used in place of the [Starter] for any of the combos in the Normal starter list. Remember that Gurren has a 10% repeat proration so don't do it more than once per combo. If you get a CH Gurren you can do CH Gurren > 5C for your [Starter] .


Enma

Enma can be used in place of the [Starter] for any of the combos in the Normal starter list. Simply jump up with your opponent and do a falling J.2C > 5C and go into your combo using that for the [Starter].


(2) Kishuu > Enma > J.2C > 5C > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [3713 / 3]

You need 5C to connect at maximum height in order for 2C to connect.


Renka

Renka can be used in place of the [Starter] for any of the combos in the Normal starter list that have Renka in them. Simply ignore anything that comes before the Renka and use that as the starting move.


Zantetsu

If you are not close enough for the move following Zantetsu you can use Kishuu to get close enough. Remember that using Kishuu will use up one extra magatama on top of the original cost of each combo.


(3) Zantetsu > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [4884 / 2.1]

(3) Zantetsu > 2C > SJ.2A > J.2C > 6A > 6C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [5125 / 2.3]

This version does slightly more damage and returns slightly more meter, but is harder to do. You need to delay the initial J.2C as long as possible so that your opponent is low enough for 6A to wall slam them.


(5) Zantetsu > 2C > TK Hotaru > J.2C > 5C > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [5909 / 2.2]

(6) Zantetsu > 5C > Renka(1) > Kishuu > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [6231 - 6395 / 2.3]

Omit the 5C if you are not close enough after the Zantetsu to land it.


Hotaru

The farther away your opponent is from the corner, the higher they'll end up from the Hotaru, which in turn gives you more time to charge either 6C or 4C. Make sure that you are close enough to land both the move you are charging and the following move though.


(2) Hotaru > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [3916 - 4056 / 2.3]

If you get a FC Hotaru, you can add another repetition of the corner combo loop though you'll have to take out the 6A in the ender. Your new combo will do [4231 / 2.8] .


(2) Hotaru > [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [4114 - 4230 / 2.3]

This version does slightly more damage and returns slightly more meter, but is harder to do. You need to delay the initial J.2C as long as possible so that your opponent is low enough for 6A to wall slam them.


(2) FC Hotaru > [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C[4279 - 4395 / 3]

You need to delay the initial J.2C as long as possible so that your opponent is low enough for 6A to wall slam them.


(5) FC Hotaru > [6C] > 2C > J.2C > Tsubaki > AD J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [5298 - 5414 / 2.4]

You can do a non FC Hotaru version of the combo by switching the J.2C with a J.B and taking out the 6A. Your new combo will do [5055 - 5171 / 2.2] .


Tsubaki

All these combos are written with a Hop Tsubaki or TK Tsubaki in mind. That doesn't mean you can't do them if you land a midair Tsubaki though, you simply have to either replace the [6C] with an AD J.2C or attempt a very low J.B before the 6C. If you go for the low J.B, do not charge the 6C. The AD J.2C is easier to do than the low J.B, so stick with that until you master the low J.B.


(3) Tsubaki > [6C] > Hop 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [4907 - 5206 / 2.4]

If you use an AD J.2C in place of 6C, do not do the SJ.B . Doing it pushes the opponent too high to do the normal combo.


(3) Tsubaki > [6C] > Hop 2C > SJ.B > J.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [5405 / 2.8]

This version does slightly more damage and returns slightly more meter, but is harder to do. You need to delay the initial J.2C as long as possible so that your opponent is low enough for 6A to wall slam them. If you use an AD J.2C in place of 6C, do not do the SJ.B . Doing it pushes the opponent too high to do the normal combo. If you use an AD J.B before the 6C, do not do the SJ.B . You cannot do more than 2 J.B's in this combo.


(5) Tsubaki > [6C] > Hop 2C > TK Hotaru > J.2C > 5C > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [6260 / 2.4]

Throw

All these combos are for the situation where a successful throw puts your opponent in the corner. That means you forward throw your opponent into the corner or back throw them into the corner.


(0) Forward / Back Throw > 2C > SJ.2A > J.2C > 2C > SJ.B > J.2A > J.2A > AD J.2a > J.C > 5C > 3C [3212 / 2.5]

This is an easier combo if you do not know the J.C > J.2A timing yet. You need to delay the J.2C as long as possible in order to get the full combo off. You should also delay the J.2A's following SJ.B in order to be low enough for 5C to connect.


(0) Forward / Back Throw > 6A > 6C > 2C > J.B > J.2A > J.C > J.2A > AD J.2A > J.C > 5C > 3C [3278 / 2.6]

After the initial J.C , you land and jump back up to do the following J.2A . You'll want to do J.B > J.2A > J.C with no delay between each move to ensure that your opponent is high enough for the rest of the combo to connect. When doing a Back Throw, make sure you do not move forwards before doing 6A , doing so will make you cross under your opponent. A possible solution is to delay the 6A a tiny bit after your opponent wall slams.


(1) Forward Throw > Kishuu > 6C > Hop 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [3437 / 2.6]

(2) Forward / Back Throw > 2C > Renka > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [3924 / 2.5]

You want the second hit of Renka to whiff in this combo. The timings on 2C and the following Renka differ between each character though.


(3) Forward / Back Throw > 5C > Renka(1) > Kishuu > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2a > J.C > 5C > 3C [4202 - 4300 / 2.8]

(4) Forward / Back Throw > Shippu [2788 / 0]

This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.


(4) Back Throw(2) > RC 6C > 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > SJ.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [5111 / 2.2]

You want to Rapid Cancel immediately as Hakumen starts to throw his opponent behind him. This is not be confused with just having grabbed an opponent, you need to wait for the throwing animation to start before Rapid Cancelling . The timing of the 6C can be very strict on certain characters, such as Bang or Lamda-11. The timing of the 6A is also quite strict on Makoto, you might want to move forward a bit before doing the initial 2C.


(7) Back Throw(2) > RC 5C > Renka(1) > Kishuu > [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [6634 - 6868 / 2.8]

You want to Rapid Cancel immediately as Hakumen starts to throw his opponent behind him. This is not be confused with just having grabbed an opponent, you need to wait for the throwing animation to start before Rapid Cancelling .


(0) Air Throw > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [3277 - 3468 / 2.5]

You can replace the initial J.2C with a J.B if you don't think the J.2C will come out in time. Do note that you will have to delay the J.B until you are closer to the ground.


(2) Air Throw(2) > Hotaru > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 5C > 3C [4641 - 4807 / 2.6]

If you are not in the corner you can Hop over and charge 6C . If you do not feel comfortable doing 6C , you can skip the 6C as well as the SJ.B . You can also add a 6A before the 5C . Your new combo will do [4228 / 2.3] .


(2) Air Throw(2) > Hotaru> [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [4871 - 5037 / 3]

This combo has a stricter horizontal spacing requirement than the previous one since you cannot do J.B to correct your spacing. You can skip 6C in this combo and add a J.B before the last SJ.2A . Your new combo will do [4475 / 2.9] .


(3) Air Throw(2) > Tsubaki > AD J.B > 6C > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 5C > 3C [5612 / 2.8]

You can replace AD J.B > 6C with AD J.2C for an easier combo, your new combo will do [5564 / 2.5] .


(3) Air Throw(2) > Tsubaki > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [5753 - 5947 / 2.9]

After the Tsubaki you should just fall to the ground and do a 6C . Depending on your height and your opponent's character, you may be able to charge 6C . The maximum height you can be at for this combo to work is a little lower than a normal jump.


(3) Air Throw(2) > Tsubaki > AD J.B > 6C > 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [5854 / 3.3]

This combo has a stricter horizontal spacing requirement than the previous one since you cannot do J.B to correct your spacing. You can skip 6C in this combo and add a J.B before the last SJ.2A . Your new combo will do [5467 - 5523/ 3.2] .


(3) Air Throw(2) > Tsubaki > [6C] > Hop 2C > SJ.2A > J.2C > 6A > 5C > 2C > SJ.2A > J.2C > 2C > SJ.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [6024 - 6218 / 3.3]

After the Tsubaki you should just fall to the ground and do a 6C . Depending on your height and your opponent's character, you may be able to charge 6C . The maximum height you can be at for this combo to work is a little lower than a normal jump.


(5) Air Throw(2) > Tsubaki > AD J.2C > 2C > TK Hotaru > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [7015 / 2.8]

You need to charge the 6C in this combo since your opponent will be high enough off the ground that you will not land a non-charged 6C .


(5) Air Throw(2) > Tsubaki > [6C] > Hop 2C > TK Hotaru > SJ.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [7198 - 7392 / 2.9]

After the Tsubaki you should just fall to the ground and do a 6C . Depending on your height and your opponent's character, you may be able to charge 6C . The maximum height you can be at for this combo to work is a little lower than a normal jump.


(0) Air Throw > 2B > 5A > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [2865 / 2.2]

This combo is for the odd situation where you are so low that a J.B will not come out in time.


Zanshin

All these combos are for the situation where a successful Zanshin puts your opponent in the corner. That means you are in the corner for 5D and 2D (position reversal counters) and you are not in the corner for 6D (non-position reversal counter). You need to delay the J.2C as late as possible in all of these combos in order for them to work.


(0) 5D > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [2834 / 3.0]

(4) 5D > Shippu [2480 / 0]

This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.


(0) 2D > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [2534 / 3.0]

You need to delay the initial 2C as long as possible in order to get the full combo off.


(4) 2D > Shippu [2180 / 0]

This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.


(0) 6D > Hop 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [2834 / 3.0]

(4) 6D > Shippu [2480 / 0]

This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.


(8) 6D > Mugen > Shippu [5400 / 0]

This combo is unburstable, so it is useful for finishing off opponents who still have bursts remaining.


Shippu

(5) Shippu > Kishuu > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [6141 / 1.9]

(5) Shippu > Kishuu > 6C > 2C > SJ.2A > J.2C > 2C > SJ.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [6268 / 1.8]

(7) Shippu > Kishuu > 6C > 2C > TK Hotaru > J.2C > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [6883 / 1.6]

(8) Shippu > Kishuu > 5C > Renka(1) > Kishuu > [6C] > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [7361 - 7480 / 1.5]

Other

  • This section is for combos that serve purposes other than damage. They include combos that reverse your position with your opponent or carry from one corner to the other corner.


Position Reversal

  • When you are in the corner, these combos will get you out of the corner and put your opponent into the corner.


(2) [Starter] > Kishuu > Enma > AD J.2A > J.C [1315 / 0.5]

You need to Air Dash immediately after jump canceling the Enma .


(3) CH 3C > 2B > Renka(1) > Kishuu > 2C > SJ.B > J.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [4669 / 2.1]

In this combo you will be using 2B > Renka(1) to launch your opponent high enough to dash under them with Kishuu .


(4) CH 3C > 2B > Renka(1) > Kishuu > 6C > Gurren > 2C > SJ.2A > J.2C > 6A > 5C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [5025 / 2.6]

You should not charge 6C since there is not enough time.


(5) CH 3C > 2B > Renka(1) > Kishuu > 2C > TK Hotaru > Hop [6C] > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 5C > 3C [5601 / 1.9]

You need to charge the 6C since the opponent will be falling from some height after the Hotaru wall slams them. You cannot get any higher than a level 2 charged 6C .


(5) CH 3C > 2B > Renka(1) > Kishuu > 2C > TK Hotaru > [6C] > Hop 2C > SJ.2A > J.2C > 6A > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [6037 / 2.8]

This combo can only be done with a full charge 6C , though you will have to delay the start a tiny bit in order to land it. You need to start charging right before they hit the wall.


Full Screen Carry

  • These combos carry your opponent from one corner to the other.


(4) FC Hotaru > IAD J.2C > 5C > Kishuu > 2C > J.B > J.2A > AD J.A > J.B > 5C > Kishuu > 2C > J.B > J.2A > AD J.2A > J.C > 6A > 5C > 3C [4014 - 4024 / 2.8]

You need to do J.2C pretty low in order for 5C to connect. It can't be as low as possible though, since you won't be able to do Kishuu > 2C in time after the 5C .


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