BBCF/Hakumen

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Hakumen
BBCF Hakumen Portrait.png

Health: 12,000

Combo Rate: 60%

Jump Startup: 4

Backdash Time 21 / Invul: 1-21 Throw

Forward Dash Time 18 / Invul: None

Movement Options: Double Jump, Air Dash, Dash type: Step

Play-style
Defensive, Footsies, Punishing

Overview[edit]

Hakumen is one of the Six Heroes who combated the Black Beast in the series` backstory almost a century ago. After the war, he was sealed away in the boundary along with Terumi, who had betrayed the other five heroes. Kokonoe salvages a portion of his existence from the boundary and he resumes his quest for justice and to exact revenge on Terumi. His Nox Nyctores, Ookami, has the power to negate most Ars Magus and possessing the Susano'o unit allows him to freely slash through time and space.

On the gameplay side, Hakumen boasts a unique trait among the cast. Hakumen requires "magatama" to use his special moves and as such, meter management is an important aspect to learn. One magatama is equal to one 1/8 of the entire heat meter, but to make this easier for the player to identify, his heat meter is displayed using 8 Magmata stocks and the bar underneath shows the progress towards generating the next one. The magatama can still be used as normal for universal mechanics such as rapid cancels in the normal way, with 4 magatama equalling 50% of a normal heat gauge and 2 equalling 25%. Unique to Hakumen is that his heat gauge will steadily increase at all times, rather than just at critical health (For Hakumen, this simply increases the gain further), furthermore, Hakumen starts each round with one Magamata already available.

While it might seem rather limiting to need to spend heat to perform any special move, Hakumen is also one of the few characters who can cancel his specials into each other and none of his specials experience same move proration, making his potential damage extremely high once he has the heat available. He also boasts having some of the best normal moves in the game, with his sword moves covering nearly the entire match start range of the screen. Hakumen also has a solid defense with his drive described below, Meaning overall Hakumen is a fairly well-rounded character with many high risk tools at his disposal for many situations, so his playstyle rewards careful patient play.

Drive: Zanshin[edit]

Zanshin projects a shield-like energy barrier that, when triggered by an opponent's attack, will negate said attack and follow-up with a blockable, 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. As an added bonus, a successful catch with Hakumen's drive will gain 1 magmata, which may be used immediately to special cancel if desired.

Overdrive: Kishin[edit]

Kishin greatly increases the magatama recharge rate as well as adding additional properties to his Distortion Drives. If combined with his Mugen distortion drive, his heat loss is frozen for the duration of the overdrive.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Above average health
  • Passively gains meter through rounds
  • Long ranged normals that make for excellent spacing tools
  • Extremely high damage with OD and meter
  • Specials can be cancelled into each other
  • Can reset pressure in many places because of how his normals chain
  • Counters can stop non-projectile oki
  • Backdash is throw invincible
  • Poor mobility
  • No strike/projectile invincibility on backdash; must block in a lot of situations where backdashing would be preferred.
  • Tall Hurtbox; cannot crouch under most characters' best pressure normals.
  • Highly meter dependent and therefore resource management is necessary
  • Requires extensive combo knowledge to best utilise available resources.
  • Can't open opponents up as easily due to limited pressure
  • Heavily OD reliant
  • Needs to take risks to get optimal OD confirms to win
  • Counters no longer stop projectile oki
  • Counters have a lot of recovery and leave him vulnerable.


Normal Moves[edit]

5A[edit]
5A
BBCS Hakumen 5A.png
King of anti-airs
Damage Guard Startup Active Recovery Frame Adv Attribute
300 Mid 5 3 6 +3 B
  • Must be barriered when in the air

Hakumen bops the other character on the chin to remind them to keep a stiff upper lip while getting OD'd for 8k. Standard standing jab. It whiffs on everyone crouching except Haku and Tager, and since everyone blocks downback by default, be careful using it carelessy. Whiffing it on a crouch blocker can be useful for a throw setup. Due to the 5-frame start-up and its safety, it's a useful anti-air, but its also has a pretty short range so don't forget your other anti airs in 6A, 2C, 5C, or even 5D. It can be delayed-cancelled into 5B and gatlings into 3C, any D move, and throw.


5B[edit]
5B
BBCS Hakumen 5B.png
Good tool for pressure and mixup due to its frame advantage
Damage Guard Startup Active Recovery Frame Adv Attribute
730 Mid 10 2 15 0 B
  • Does not hit everyone crouching from far away
  • Must be barriered when in the air
  • Hakumen's hitbox moves far back during start up
  • Now combos into 2B in CF

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 and it gatlings into any D move. It's also jump-cancellable on block, which can lead to 50/50 with TK Tsubaki and Renka.

At its farthest range, it will miss on some crouching characters.


5C[edit]
5C
BBCS Hakumen 5C.png
King of damage
Damage Guard Startup Active Recovery Frame Adv Attribute
1100 Mid 14 2 20 -3 B
  • 13F-15F can cut projectiles
  • Must be barriered when in the air
  • Hard Knockdown on Airborne opponents
  • Forces crouching on hit

This is one of the best normal move Hakumen has to start combos with. 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. 5C does not gatling into another normal move. However, it can be special-cancelled, usually into Kishuu > Enma, Gurren or Zantetsu.


2A[edit]
2A
BBCS Hakumen 2A.png
Quite the range for a 2A
Damage Guard Startup Active Recovery Frame Adv Attribute
300 All 7 3 9 +0 F

This is arguably one of 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 delay-cancelled into itself, 2B, 5A, and 5B. It gatlings into 6A, 3C, any D move, and throw.


2B[edit]
2B
BBCS Hakumen 2B.png
Poke their feet
Damage Guard Startup Active Recovery Frame Adv Attribute
650 Low 8 6 15 -4 F
  • Air tight blockstring when late chaining into 5A
  • Good active frames make it good for checking approaches, catching rolls, and as a meaty.

With its superior range, quick start-up, this is one of Hakumen's best moves 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[edit]
2C
BBCS Hakumen 2C.png
Don't whiff
Damage Guard Startup Active Recovery Frame Adv Attribute
1050 Mid 13 3 33 -17 B
  • Head invulnerability from frames 9-15
  • 10-18F can cut projectiles
  • Must be barriered when in the air

A good anti-air due to its invincibility and 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.


6A[edit]
6A
BBCS Hakumen 6A.png
Advancing position
Damage Guard Startup Active Recovery Frame Adv Attribute
720 Mid 12 4 14 -1 B
  • Must be barriered when in the air
  • No head invulnerability

On grounded counter hit, gives an absurd amount of hitstun; enough even to confirm into charged 6C.


6B[edit]
6B
BBCS Hakumen 6B.png
Overhead
Damage Guard Startup Active Recovery Frame Adv Attribute
590*2 H, HL 18 2, 6 20 -4 B
  • 4-22F low invulnerable
  • Must be barriered when in the air

A very good move on your opponent's wake up due to its low invincibility, which makes its immune to wake up 2A's. In prior versions, 6B couldn't really yield any damage, but now Hakumen can finally get some reward if you Rapid Cancel or get a CH. Be wary though to not abuse this move as it has a lot of recovery and is negative on block. Can only be combo off of on CH, rapid cancel, or after a high 6A hit.

Unless used to end an excessively prorated combo, or a combo with a bad starter, 6B as a combo ender gives Hakumen decent okizeme options; he can choose between meaty normal or a safejump.


6C[edit]
6C
BBCS Hakumen 6C.png
FATAL!
Version Damage Guard Startup Active Recovery Frame Adv Attribute
No Charge 1500 Mid 20 3 25 -7 B
  • Can cut projectiles from 2F before the active frames to the end of the active frames
  • Fatal counter on counter hit.
  • Must be barriered when in the air
  • Staggers on ground counter hit.
  • Slide on on air counter hit.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Partial Charge 1700 Mid 25 3 25 -7 B
  • Can cut projectiles from 2F before the active frames to the end of the active frames
  • Fatal counter on counter hit.
  • Must be barriered when in the air
  • Slide on normal and counter hit.
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Full Charge 2000 Mid 60 3 25 -7 B
  • 58-62F can cut projectiles
  • Must be barriered when in the air
  • Forces fatal counter on normal hit
  • Best opener P1/P2 and up front values by far.

6C has a pretty large horizontal hitbox, which can make the opponent afraid to do a ground to ground approach, but its long recovery and slow startup makes it a poor zoning tool against mobile characters. It can also be cancelled into Shippu for a great amount of damage (About 4.5K), link into 5C/Guren>5C, or link into Zantetsu at max range. It can be used to punish some DP such as Ragna and Jin's 623C. If aerial hit 6C is used to end combos, Hakumen gets a long enough knockdown to go for a DP-safe safejump mixup. It also serves as a limited substitute for 4C on characters who can easily low profile or go over 4C, but its slow startup means it can only be used in this way when supplemented with strong movement.

6C (level 2) is essentially a combo filler in the corner since it causes slide on grounded opponents, examples include Forward Throw > Kishuu > 6C (level 2) and Renka(1) > Kishuu > 6C (level 2).

6C (level 3) is no longer unblockable. The only time you will ever hit anyone with this is if you start charging after landing a CH 6A and they completely panic.


3C[edit]
3C
BBCS Hakumen 3C.png
Pain lies ahead
Damage Guard Startup Active Recovery Frame Adv Attribute
1200 Low 8 3 28 -12 F
  • 7-14F can cut projectiles

A very fast and far reaching poke.Can combo(if used 1 step away from target) into 6A 6B in CF.Can no longer combo into 2C/5C on counter hit. It's still a great starter with few magatamas and lead to sideswap combo while cornered. This move should be used sparingly, as it is easily punished on block or if it whiffs.

Ending combos with 3C tacks on some damage but ruins any attempts at solid okizeme.


4C[edit]
4C
BBCS Hakumen 4C.png
Literal poke
Damage Guard Startup Active Recovery Frame Adv Attribute
900 Mid 10 1 24 -8 B
  • Fast and long-ranged neutral tool.
  • Must be barriered when in the air

4C has been overhauled and now serves as one of Hakumen's best tools for keeping the opponent at bay. It can be punished on Instant Block though, and many characters can simply dash under or uses moves that low profile (Such as Jin's 2D) to avoid it, so be wary when using it. It can be linked into Guren on Counter Hit and is also Distortion-Drive-cancellable.


j.A[edit]
j.A
BBCS Hakumen jA.png
Jab your way to the ground
Damage Guard Startup Active Recovery Frame Adv Attribute
300 High/Air 7 3 9 - H
  • Late chains into j.B

A pretty decent tool for air to air situations, and for setting up a Throw Reject Miss on an unsuspecting opponent. Because it is able to link into J.B, its also pretty good for setting up throws on an air to ground approach. If you can get an airdash mixup on an opponent, this is also your only viable way to land and attempt a tick throw.


j.2A[edit]
j.2A
BBCS Hakumen j2A.png
Sword wall
Damage Guard Startup Active Recovery Frame Adv Attribute
700 High/Air 11 12 12 - H
  • Projectile guard point 5F-24F

One of Hakumen's fastest moves for cutting the opponent's projectiles, and decent Air to Air tool. It only gatlings into j.C, so if you use this for a jump-in at too high a height, you will land at frame disadvantage.


j.B[edit]
j.B
BBCS Hakumen jB.png
Kick your way to the ground
Damage Guard Startup Active Recovery Frame Adv Attribute
650 High/Air 9 3 20 - H
  • Late chains into j.A and j.2A
  • Solid crossup hitbox

A move very good for jump ins, and for crossing the opponent up due to its unique hitbox. Like with j.A, it can also be used to setup ground throws off an Air to Ground approach. On okizeme, Hakumen can choose between forward jump j.B and dashjump j.B (which crosses up) for a fairly ambiguous 50/50 mixup that can be OSed to block DPs if the knockdown is good enough.


j.C[edit]
j.C
BBCS Hakumen jC.png
Air combo ender
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 All 12 8 26 - H
  • Wall sticks on corner hits
  • Projectile guard point 10F-19F

This is pretty much the go-to tool for Hakumen's air to air game. It's hitbox extends all the way from the tip of Hakumen's blade to his shoulder, which makes it great for spacing in the air. It blows the opponent back on hit, and wall sticks in the corner. It can be followed up with Hotaru near the corner, or even IAD J.C > Hotaru on counter hit.

On tall characters falling j.C is also a strong zoning tool. Bear in mind its slow startup means that it must be used preemptively if it is to cover low air-to-air confrontations.


j.2C[edit]
j.2C
BBCS Hakumen j2C.png
No one challenges this
Damage Guard Startup Active Recovery Frame Adv Attribute
1200 High/Air 16 4 30 - H
  • Projectile guard point 14F-19F


Decent air to ground tool, it has a bigger hitbox than J.B but is slower and it's harder to combo after it. Its slow speed makes it easy to anti-air so don't get too predictable with it.


Drive Moves[edit]

5D[edit]
5D
BBCS Hakumen 5D.png
Standing counter
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Catch - - 6 14 20 - -
Catch (Held) - - 6 24 20 - -
Catch (Max Hold) - - 6 34 20 - -
  • Can be held
  • Only counters mids, and overheads.
Attack 0, 1000 All 6 10 10 - BT
  • Gain 1 magatama when activated
  • 0% heat gain multiplier

The attack follow up is no longer triggered when catching a projectile (but Hakumen becomes invincible during the entire recovery) and a magatama is only given when the attack is successful. Instead, when catching a projectile, the recovery can be canceled into any special or Distortion Drives (except Astral). If canceled into Yukikaze, it will automatically activates, won't freeze the opponent and deal 2800 damage if it hits.


2D[edit]
2D
BBCS Hakumen 2D.png
Crouching counter
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Catch - - 1 8 30 - -
  • Only counters mids, and lows.
Attack 0, 1000 All 6 10 15 - FT
  • Gain 1 magatama when activated
  • 0% heat gain multiplier

A mid and low counter that is active frame 1. On hit it puts the opponent behind Hakumen, useful for corner switching with an opponent. Loses to overheads, but then it would have probably been in recovery any by then.


6D[edit]
6D
BBCS Hakumen 6D.png
Best counter
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Catch - - 1 9 25 - -
  • Only counters mids, and overheads.
Attack 0, 1000 All 6 10 10 - BT
  • Gain 1 magatama when activated
  • 0% heat gain multiplier

Where 5D is a safer prediction move with a potentially bigger reward, this is more akin to a reversal, going active in 1 frame but having bad recovery. Like 5D, catches all moves a standing guard would block. Sometimes used after 6A or 6B to catch attempts at poking out.

The followup attack can be overdrive cancelled.


j.D[edit]
j.D
BBCS Hakumen jD.png
Air counter
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Catch - - 1 10 until landing+17 - -
  • Only counters mids, and overheads.
  • Stalls air momentum.
Attack 0, 1000 All 4 10 6 - HT
  • Gain 1 magatama when activated
  • 0% heat gain multiplier

Now has a minimum height before the counter can be used. Can be followed up with all aerials on hit.


Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
B+C
BBCS Hakumen FThrow.png
Crumple
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 Throw (90) 7 3 23 - T
  • 100% minimum damage (1500)
  • Staggers on hit

No longer launches like in previous games. Can be followed up with 6A, Kishuu, (charged)6C, Hop Hotaru or Crush Trigger for instance.


Back Throw[edit]
Back Throw
4B+C
BBCS Hakumen BThrow.png
Sick kicks
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 750*2 Throw (90) 7 3 23 - T
  • 100% minimum damage (1400)

In the corner can be comboed off of without spending extra meter with 2C or 5B. The hitstun on the first hit was nerfed, however; as such, Back Throw RC > OD > 5C combos no longer work.


Air Throw[edit]
Air Throw
j.B+C
BBCS Hakumen AThrow.png
To the ground with you!
Damage Guard Startup Active Recovery Frame Adv Attribute
200, 1300 Throw (100) 7 3 23+3Landing - T
  • 100% minimum damage (1500)


Hakumen needs his air throw more than most other characters since the natural gaps in his pressure make it easy to jump out of.

The first hit can't be canceled with a special or overdrive anymore, furthermore its hitstun was drastically nerfed, which means that 1.0 infamous touch-of-death combos are no longer possible. The last hit can be combo'ed into J.B, J.2C or 2B depending on the height.


Counter Assault[edit]
Counter Assault
6A+B (when blocking)
BBCS Hakumen 6A.png
Costly, but effective
Damage Guard Startup Active Recovery Frame Adv Attribute
0 All 13 15 18 -14 B
  • 180F meter cooldown
  • 1-20F invincibility
  • Requires 4 magatama

Good hitbox for a counter assault, as it can't be low profiled and has decent reach. It's not used very often because spending 4 stars to knock someone away makes it hard to pressure or mix up an opponent later.


Crush Trigger[edit]
Crush Trigger
5A+B
BBCP Hakumen CT.png
Plus on block
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 Barrier 20, 30~61 2 24 +0 B
  • Can be held
  • Requires 2 magatama
  • Ignores character combo rate
  • 180F meter cooldown

One of Hakumen's new moves in which he swipes at the opponent with the sheathe of his sword. Causes guard crush on normal blocking, and is plus on barrier block, making it extremely hard to punish. Because of Crush Trigger's property of ignoring the combo rate, it finds its primary use a lot in combo filler, particularly off of a throw, and during Overdrive.


Specials[edit]

Fuumajin[edit]
Fuumajin
BBCP Hakumen Fuumajin.png
Cut projectile, get Void
Damage Guard Startup Active Recovery Frame Adv Attribute
900 All 1 92 - - P3*
  • Resets to 91 more active frames if hitbox is hit by a projectile


Appears when Hakumen's sword connects with a projectile or a move with projectile property. Disappears after 91 frames or if it connects with the opponent. If a projectile connects with it, the 91 frame count down is reset.


Guren[edit]
Guren
214A
BBCS Hakumen gurren.png
Pressure reset
Damage Guard Startup Active Recovery Frame Adv Attribute
950 All 14 3 15 +1 B
  • 30F meter cooldown
  • Must be barriered when in the air
  • Requires 1 magatama

Has extra good reach when dash canceled into. Allows Hakumen to combo into Zantetsu from almost any move. If used from short ranges, Guren can be used as an alternative to Kishuu as a setup for tick throws on opponents conditioned to respect its frame advantage.


Kishuu[edit]
Kishuu
623A
BBCS Hakumen kishuu.png
Wavedash
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - 18T - -
  • Low profile frame 1
  • 30F meter cooldown
  • Requires 1 magatama

Has 10 frames of Head and Body invulnerabilty, but does not go through projectiles.

Outside of combos, Kishuu is used for extending movement, setting up throws, and sometimes for cheeky crossunders.


Enma[edit]
Enma
A (after kishuu)
BBCS Hakumen enma.png
Certainly not an EWGF
Damage Guard Startup Active Recovery Frame Adv Attribute
1060 Mid 6 7 16 -4 B
  • 30F meter cooldown
  • Head and Body invuln 1-8

Has surprisingly high reach. Must be barrier blocked in the air. The new routes after Enma are 5B and 6A > 6B in the corner.

Jab punishable if instant blocked. If a blocked Enma is not cancelled into Guren fast enough, most characters' 2As can and will exploit the resulting gap.


Renka[edit]
Renka
236B
BBCF Hakumen renka.png
Combo filler
Damage Guard Startup Active Recovery Frame Adv Attribute
1000*2 L, HL 9 3(12)3 21 -5 F, B
  • 60F meter cooldown
  • Requires 2 magatama

Kishuu after Renka(1) leaves Hakumen at neutral with the opponent. There is no longer a gap between the two hits, so it is no longer possible to DP in between the hits. The first hit now staggers; The second hit now sends the opponent upwards, and is jump-cancellable.

It has the fastest startup of any of Hakumen's grounded specials, so using it to cover unsafe specials gives tighter frametraps than Guren.


Zantetsu[edit]
Zantetsu
41236C
BBCS Hakumen zantetsu.png
5C > 41236C = Damage
Damage Guard Startup Active Recovery Frame Adv Attribute
2100, 800 HA, LA 21 3(14)3 20, 18 -2 B, F
  • 120% Bonus proration
  • 90F meter cooldown
  • Requires 3 magatama

Frame advantage when doing Kishuu after the first hit of Zantetsu is +2. The Bonus proration and absurd damage makes it a cornerstone in bread and butter and overdrive combos.


Hotaru[edit]
Hotaru
j.214B
BBCS Hakumen hotaru.png
Aerial Houtenjin
Damage Guard Startup Active Recovery Frame Adv Attribute
1500 Mid 11 3 35 - H
  • 60F meter cooldown
  • Must be barriered when in the air
  • Requires 2 magatama
  • Can only be used once in the air

Briefly invulnerable. Hakumen floats up when used making it whiff almost everyone on your wake up, making it not a good wake up option unless they're going for a throw. Still hits far above him making it a good anti-air. It's now a Short/Fast starter.

Hotaru is a fairly important combo piece as it allows you to do damaging combos that end in 5C, 6A 6B, or 6C, all of which give you much better knockdowns than Agito. As long as the combo route is not overly prorated these enders allow you do do a safejump high/low mixup that is mostly DP-safe, which is an option you want to represent in your okizeme against DP-happy opponents.


Tsubaki[edit]
Tsubaki
j.214C
BBCS Hakumen tsubaki.png
The scariest thing
Damage Guard Startup Active Recovery Frame Adv Attribute
2500 All 15 3 22 - H
  • 90F Heat Gauge Cooldown
  • Ignores character combo rate
  • Requires 3 magatama
  • Can only be used one time in the air
  • Projectile guard point only on blade
  • Projectile guard point 15F-17F

Fastest startup after TK is 19 frames and 21 after a Hop. Can be comboed into Hotaru or Agito on normal hit. On counter hit and since CPE, it can combo into 2B or 2C.


Agito[edit]
Agito
j.214A
BBCP Hakumen Agito.png
The other air ender
Damage Guard Startup Active Recovery Frame Adv Attribute
950 All 12 16 Total 35 - P1*
  • 30F meter cooldown
  • Requires 1 magatama
  • Can only be used once in the air

Low-cost knockdown tool. Counts as a projectile, which can let it beat antiairs that are only head invul. On counter hit, it ground bounces and combos into j.2C or j.A/j.B depending on the height. Now moves Hakumen forward a little. Agito also gives Hakumen a safer, more ambiguous crossup than j.B but does not lead into damage on normal hit.

Agito knockdowns after full aerial strings do not leave you at very good frame advantage and are especially weak to rapid cancelled DPs.


Yanagi[edit]
Yanagi
214D
BBCF Hakumen Yanagi.png
Say "nope" to zoning!
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 2500 All 30 3 18 -7 T
  • Guards attacks 4-27F
  • 30F meter cooldown
  • Requires 2 magatama

Hakumen advances forward with a Zanshin seal that autoguards attacks and chokeslam the opponent. After guarding an attack, Hakumen can special-cancel the recovery.

Yanagi can also be a decent evasive tool. Use Yanagi to escape opponents trying to shark right above you (e.g. Izanami, Ragna, Jin, Makoto) if you think 2C will whiff.


Distortion Drives[edit]

Kokūjin: Shippu[edit]
Kokūjin: Shippu
632146C
BBCS Hakumen shippu.png
Big damage
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Sword (Uncharged) 3500/4000 (OD) All 14+7 4 41 -26 B
Sword (Charged) 5000 Unblockable 14+86 4 41 - B
  • Invincible to physical attacks until super flash
  • Invincible to projectiles during charge
  • Must be barriered when in the air
  • Requires 4 magatama
  • Ignores character combo rate
  • Hold button to charge attack
  • 30% minimum damage (Uncharged: 1050/1200 (OD) Charged: 1500)
  • 180F cooldown
  • Projectile guard point on all active frames
Wave 2500 All 14+11 - - - P3*
Wave (OD) 3000 All 3+11 - - - P3*
  • 20% minimum damage (Normal: 500 OD: 600)
  • Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD

OD version fires a taller, Reppuken-esque energy wave to the slash, which hits higher up than normal and wallbounce everywhere.

The energy wave has better proration than the actual slash, so midscreen OD combos may benefit more from sending the opponent away, bouncing them with the projectile and continuing the combo than straight up hitting them with the slash.


Kokūjin: Yukikaze[edit]
Kokūjin: Yukikaze
236236D
BBCS Hakumen yukikaze.png
Super counter
BBCS Hakumen Yukikaze2.png
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Catch - - 1 27 17 - -
  • 180F cooldown
  • Requires 4 magatama
  • Super flash activates only on a successful catch
  • Doesn't catch throws and unblockables
  • Freezes opponents in place if it catches a strike; yukikaze is RC-proof on strikes
  • Does not freeze if it catches projectiles
Attack 3200 Unblockable 1+33 12 39 - B
Attack (OD) 1800, 150*18, 2100 Unblockable 1+33 12 39 - B
  • Fatal Counter

Hakumen dashes forward with a sword swing that hits everything that is chest level or lower. Hakumen is fully invincible during the recovery of Yukikaze, so it can work be used to escape corner projectile oki.


Kokūjin Oūgi: Mugen[edit]
Kokūjin Oūgi: Mugen
214214B
BBCS Hakumen mugen.png
Magatama install!
Damage Guard Startup Active Recovery Frame Adv Attribute
- - - - 16+(90)+30 - -
  • 360F duration normally
  • Requires 8 magatama, but does not consume any upon startup. Instead, his heat gauge is rapidly depleted and the effects of this move end only when the heat gauge has emptied.
  • During Mugen, all specials and distortions may be used with no cost.
  • Gauge drain stops during OD
  • Cannot use Rapid Cancel or Counter Assault while in Mugen
  • Reduces Hakumen's character combo rate to 30% (Basically halves the damage of all hits in a combo except the first)

Hakumen's infamous infinite mode, allowing for some massively damaging combos. However all heat gain during this time is ignored, meaning it's not possible to pad out the duration of this with anything other than Overdrive. If your opponent gets their own combo in, you're likely going to have all of your heat gone by the time you can act again. Its very long recovery makes it difficult to combo into. Mugen also gives Hakumen incredible mixup, so one of the better ways to use Mugen is to use it as a setup after a landed 6B. Do not use it this way if your opponent has meter to rapid cancel a DP.


Exceed Accel[edit]

Tengai
ABCD during Overdrive
BBCF Hakumen Tengai.png
MISOGI
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Normal 600, 1000, 1500 All Fast:10 Slow:20 3 34 -10 B
Active Flow 600, 1000, 4500 All Fast:10 Slow:20 3 34 -10 B
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.
  • Minimum Damage 10%

Hakumen kicks the opponent's feet on startup, then knocks them down and follows with a mighty slash. Puts Hakumen in Active Flow if he hasn't already been in it already.


Astral Heat[edit]

Kokūjin Oūgi: Akumetsu
[2]8D
BBCS Hakumen akumetsu.png
I dare you press a button
Damage Guard Startup Active Recovery Frame Adv Attribute
38000 (DESTROY) Unblockable 1+0 20 1+37 - HBFT
  • 180F cooldown
  • Requires 8 magatama
  • Doesn't catch projectiles, grabs or doll attacks

Catches move with physical attributes and Unblockables. It loses to Doll attacks, grabs and projectiles (including Hazama's chain and his 632146C), but can still beat Jin's Astral.


External References[edit]



BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc