BBCF/Hakumen

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Hakumen
BBCF Hakumen Portrait.png

Health: 12,000

Combo Rate: 60% (Normal) / 30% (Mugen)

Jump Startup: 5

Backdash Time 15 / Invul: 1-5f Throw Invulnerability

Movement Options
1 Double Jump/Airdash, Hop-Dash, Command Dash
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. His meter functions completely differently and instead has eight stocks for his "magatama" gauge. These stocks are consumed whenever Hakumen uses any of his special moves and as such, meter management is an important aspect to learn. However, his also one of the few characters who can cancel his specials into each other, which makes his offense even stronger. 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. A solid defense with his drive described below, and his moves combined with his Overdrive give him extremely high damage potential. Overall Hakumen is a fairly well-rounded character with many high risk tools at his disposal for many situations. Mastering these tools turns him into a character who greatly rewards fundamental 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.

Overdrive: Kishin[edit]

Kishin greatly increases the magatama recharge rate as well as adding additional properties to his Distortion Drives.

Pros/Strengths[edit]

  • 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

Cons/Weaknesses[edit]

  • Poor mobility
  • Highly meter dependent and therefore resource management is necessary
  • 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
  • No strike/projectile invincibility on backdash.
  • 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
300 DrSOJR HL 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
730 DrSOJR HL 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.


5C[edit]
5C
BBCS Hakumen 5C.png
King of damage
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1100 SOR HL 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOR 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
650 SOR L 8 6 15 -4 F
  • Air tight blockstring when late chaining into 5A

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 Cancel Guard Startup Active Recovery Frame Adv Attribute
1050 S(J)OR HL 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
720 DrR HL 12 4 14 -1 B
  • Must be barriered when in the air


6B[edit]
6B
BBCS Hakumen 6B.png
Overhead
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
590*2 DrR 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.


6C[edit]
6C
BBCS Hakumen 6C.png
FATAL!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
No Charge 1500 DrR HL 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
Partial Charge 1700 DrR HL 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
Full Charge 2000 DrR HL 60 3 25 -7 B
  • 58-62F can cut projectiles
  • Must be barriered when in the air
  • Forces fatal counter on normal hit

6C has a pretty large horizontal hitbox, which can make the opponent afraid to do a ground to ground approach; it can also be cancelled into Shippu for a great amount of damage (About 4.5K). Link into 5C on FC. It can be used to punish some DP such as Ragna and Jin's 623C.

6C (level 2) is essentialy 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 hardly ever used and only to punish moves which have lots of frames of recovery, such as Arakune's 236236C or Azrael's Astral, or after incredibly rare instances where Crush Trigger causes a Guard Crush on an airborne opponent.


3C[edit]
3C
BBCS Hakumen 3C.png
Pain lies ahead
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1200 R L 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.


4C[edit]
4C
BBCS Hakumen 4C.png
Literal poke
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
900 DrR HL 10 3 18 -4 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
300 CSOR HA 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.


j.2A[edit]
j.2A
BBCS Hakumen j2A.png
Sword wall
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
700 SOJR HA 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. In Extend, it no longer cancels air momentum or push the opponent upward, which removed Hakumen's former midscreen bread and butter.


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

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.


j.C[edit]
j.C
BBCS Hakumen jC.png
Air combo ender
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1000 SOR 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.


j.2C[edit]
j.2C
BBCS Hakumen j2C.png
No one challenges this
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1200 SOR HA 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. 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 Cancel 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 --, DrR (OD: --, SR) 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
Catch - - - 1 8 30 - -
  • Only counters mids, and lows.
Attack 0, 1000 --, DrR (OD: --, SR) 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.


6D[edit]
6D
BBCS Hakumen 6D.png
Best counter
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Catch - - - 1 9 25 - FT
  • Only counters mids, and overheads.
Attack 0, 1000 --, DrR (OD: --, SR) 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.


j.D[edit]
j.D
BBCS Hakumen jD.png
Air counter
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Catch - - - 1 10 until landing+17 - -
  • Only counters mids, and overheads.
Attack 0, 1000 --, R (OD: --, SR) 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 j.B on hit.


Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
B+C
BBCS Hakumen FThrow.png
Crumple
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0, 1500 --, SOR T(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, Hop Hotaru or Crush Trigger for instance.


Back Throw[edit]
Back Throw
4B+C
BBCS Hakumen BThrow.png
Sick kicks
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0, 750*2 --, SR T(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 Cancel Guard Startup Active Recovery Frame Adv Attribute
200, 1300 --, SOR*2 T(100) 7 3 23+3Landing - T
  • 100% minimum damage (1500)


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 Cancel Guard Startup Active Recovery Frame Adv Attribute
0 R 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
1000 R B 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
900 - All 1 92 - - HBFP*
  • 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
950 SR 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.


Kishuu[edit]
Kishuu
623A
BBCS Hakumen kishuu.png
Wavedash
Damage Cancel 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 no longer to projectiles.


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

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


Renka[edit]
Renka
236B
BBCF Hakumen renka.png
Combo filler
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1000*2 SR, SRJ 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.


Zantetsu[edit]
Zantetsu
41236C
BBCS Hakumen zantetsu.png
5C > 41236C = Damage
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
2100, 800 SR 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 makes it a cornerstone in bread and butter and overdrive combos.


Hotaru[edit]
Hotaru
j.214B
BBCS Hakumen hotaru.png
Aerial Houtenjin
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
1500 SJDrR HL 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

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.


Tsubaki[edit]
Tsubaki
j.214C
BBCS Hakumen tsubaki.png
The scariest thing
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
2500 SR 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
950 SR All 12 16 Total 35 - HBFP*
  • 30F meter cooldown
  • Requires 1 magatama
  • Can only be used once in the air

Counts as a projectile. On counter hit, it combos into j.2C or j.B depending on the height. Now moves Hakumen forward a little.


Yanagi[edit]
Yanagi
214D
BBCF Hakumen Yanagi.png
Say "nope" to zoning!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
0, 2500 - All 30 3 18 -7 -
  • 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.


Distortion Drives[edit]

Kokūjin: Shippu[edit]
Kokūjin: Shippu
632146C
BBCS Hakumen shippu.png
Big damage
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Sword (Uncharged) 3500/4000 (OD) SR All 14+7 4 41 -26 B 1-SF, all active frames GP(P) -
Sword (Charged) 5000 SR UNB 14+86 4 41 - B 1-SF, 89-92 GP(P) -
  • 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 R All 14+11 - - - HBFP*(3) - -
Wave (OD) 3000 R All 3+11 - - - HBFP*(3) - -
  • 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
Version Damage Cancel 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
Attack 3200 SR UNB 1+33 12 39 - B
Attack (OD) 1800, 150*18, 2100 --*19, SR UNB 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
- - - - - 16+(90)+30 - -
  • 360F duration
  • Requires 8 magatama
  • Gauge drains slower during OD
  • Cannot use RC or CA 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. After activation, Hakumen's Magmata guage starts rapidly draining, however during this time Hakumen can use all of his special moves and distortion drives with no cost, allowing for some massively damaging combos.


Exceed Accel[edit]

Tengai
ABCD during Overdrive
BBCF Hakumen Tengai.png
MISOGI
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute
Normal 600, 1000, 1500 - All Fast:10 Slow:20 3 34 -10 -
Active Flow 600, 1000, 4500 - All Fast:10 Slow:20 3 34 -10 -
  • 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 Cancel Guard Startup Active Recovery Frame Adv Attribute
DESTROY - UNB 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]



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BlazBlue: Central Fictione
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