BBCF/Hakumen: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Hakumen|discord=https://discord.gg/0wziknKTd04lv5MD|forums=http://www.dustloop.com/forums/index.php?/forums/forum/67-hakumen/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HK.html}}
{| class="wikitable" style="float:right; margin-left: 0.5em; width:25%"
|-
!Hakumen
|-
||
[[File:BBCF_Hakumen_Portrait.png|300x500px|center]]
|-
||{{#lst:BBCF/Hakumen/Data|System Data}}
;Play-style
:Defensive, Footsies, Punishing
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
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.
{{BBCF/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content=Hakumen is a '''high damage defensive character'''. His Drive is a '''parry''' which forces the cast into RPS situations where they have to guess, even when they're on the offensive. Hakumen also has a very diverse array of specials, with a unique catch: He needs to spend Heat to perform them.


Concerning his gameplay, Hakumen notably requires heat to use any of his special moves. The amounts required are measured in multiples of 1/8th of the entire heat meter, but to make this easier for the player to identify, his heat meter is displayed using 8 "Magatama" stocks and the bar underneath shows the progress towards generating the next one. The magatama can still be used 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). Hakumen begins each round with one magatama available.
To offset this catch, Hakumen passively generates Heat at all times and can generate more with his drive. Hakumen is also one of the few characters who can cancel his specials into each other and most of them have high damage and/or proration. The net result is that, with enough resources, Hakumen has an extremely high damage potential. His normals are no slouch either. Hakumen possesses some excellent normals, such as {{clr|C|4C}} and {{clr|C|j.C}} for neutral and {{clr|A|j.2A}} to deal with projectiles. Hakumen also has a solid defense with his drive described below, meaning overall Hakumen is a fairly well-rounded '''high-risk high-reward character'''.
}}
{{BBCF/Infobox|height=2
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)
| reversal = [[#2D|2D]] (Catch 1~8F)<br/>[[#6D|6D]] (Catch 1~9F)<br/>[[#Kokūjin: Yukikaze|236236D]] (Catch 1~27F)<br/>[[#Kokūjin Oūgi: Akumetsu|[2]8D]] (Catch 1~16F) (Astral)
| fatalStarter = [[#6C|6C]]<br/>[[#Tsubaki|j.214C]]<br/>[[#Kokūjin: Yukikaze|236236D]]
}}
{{card|width=4
|header=Drive: Zanshin (God Slash)
|content=Hakumen's Drive projects an energy barrier with a guard point that parries attacks. When triggered with a strike, Hakumen will follow up with an invincible, but blockable, counterattack. 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's drives share many traits:


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 possesses some of the best normal moves in the game, with his sword moves covering nearly the entire match start range of the screen, generally only losing to Nine the Phantom concerning range of normal moves. 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.
*The guard point protects and triggers on either side of Hakumen, and the counterattack will autocorrect to face the opponent.
*If the opponent makes contact with a strike, they experience a long hitstop while Hakumen receives none, making the follow-up much easier to land.
*On hit, the counterattack generates 1 Magatama and can be special cancelled for a combo.
*If a projectile is guarded, normal drives will not activate their counterattack, but will still remain completely invulnerable throughout recovery.
*Hakumen can also special cancel the guard point trigger itself; doing so will carry over invincibility into the next move for 10 frames. This can be used as a pseudo reversal option even against projectile attacks.
*All drives are in a counterhit state from start to finish. Poor timing or using the incorrect drive for a certain attack can lead to a heavy punish.
|header2=Overdrive: Kishin (Demon God)
|content2=During Overdrive, Hakumen's gains the following buffs:
*Greatly increases passive Heat gain (see below).
*Hakumen becomes immune to Heat Gauge cooldown, vastly improving the Heat generated. Many special moves will leave Hakumen with more Heat than he started with.
*Drives generate two Magatama on hit rather than one.
*Drives on hit have more frame advantage, leading to stronger follow ups.


===Drive: Zanshin===
Hakumen's overdrive is straightforward but extremely powerful. It gives Hakumen the ability to use his specials much more freely, and combo routes involving Overdrive deal extremely high damage. The extra Magatama generated alone can turn the tides of a match, even if not used while in Overdrive. The benefits of his overdrive end the instant overdrive does, including the moment an Exceed Accel hits, even if an Overdrive version of a Distortion Drive is still playing out.
Zanshin projects a shield-like energy barrier that, when triggered by an opponent's attack, will negate said attack and follow-up with a invincible, but blockable, 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 magatama, which may be used immediately to special cancel if desired.
}}
 
</div>
===Overdrive: Kishin===
<div id="home-content" class="home-grid">
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.
{{card|width=6
 
|header=Unique System: Magatama
===Strengths/Weaknesses===
|content=
{{StrengthsAndWeaknesses
[[File:BBCF_Hakumen_Magatama.png|float|right|thumb|caption|Player 1 Magatama gauge, with 3 3/4 stocks]]
|intro=
Hakumen has a unique meter system. His Heat Gauge is visually divided up into 8 "Magatama" stocks, which represent 12.5% heat gauge each. These Magatama are used for his special moves in addition to the usual uses for heat. Whilst this mostly just functions as a stylized heat meter, (Rapid cancels still cost half of a full meter, or 4 Magatama, for example) the way Hakumen's heat is generated is quite different:
|pros=
* 3rd highest amount of health (12 000).
* Passively gains meter.
* Has one of the best Overdrive in the game.
* High-damage ceiling with Overdrive and meter.
* Long ranged normals which act as excellent spacing tools (4C, J.C).
* Has access to a 18f overhead (6B).
* Can cut projectiles with his sword normals.
* Wide range of combo routes available depending on resources.
* Counters can stop both non-projectile and projectile oki.
* Mugen transforms Hakumen into a HnK character.


|cons=
*Hakumen starts a round with 1 Magatama.
* Poor mobility.
*Hakumen will gain Heat passively:
* No strike/projectile invincibility on backdash; must block in a lot of situations where backdashing would be preferred.
**Normally, Hakumen gains 4 Heat points per frame (15 during Overdrive). One Magatama is worth 1250 Heat points, so normally it takes 312.5 frames to gain one Magatama (83.3 frames under OD). This increment takes place in real time and will not be stopped by any type of superflashes, hitstop, blockstop or timer stops (Overdrive).
* A lot of combo routes are distance, height or character specific.
**This rate is 2 per frame while Hakumen is in hitstun (10 during Overdrive).
* Has very few normal gatlings and therefore limited pressure.  
**The gain increases by a flat 1 Heat per frame while below 35% health, regardless of state. <!--but auto heat regen is 11 heat per 10f, need more checking?-->
* His main anti-air is slow and easily punishable on whiff.
**The final amount is divided by 4 during [[BBCF/Mechanics#Heat_Cooldown|Heat Cooldown]] unless in overdrive. Fractions are truncated, so Hakumen will generate 1 Heat point per frame and zero while in hitstun (even while below 35% health in both cases).
* Needs to take risks to win.
*Successfully hitting with his normal Drives or cutting a projectile will generate one Magatama instead of basing the gain on the damage dealt.
* Counters have a lot of recovery and leave him vulnerable.
*Hakumen generates Heat from hitting his opponent, blocking and being hit at only 20% of the rate as anyone else. Even though they spend meter to do so and usually incur a cooldown, Special Moves still generate Heat on hit. <!--Based on rough calculations, mostly happy with it-->
* Heavily Overdrive reliant.
* Can only assert dominance with 12k combos once a round because characters have small lifebars.


Due to this, Hakumen gains much more Heat through his passive gain than by attacking. Players are incentivised to play defensively, keeping their opponent away, calling their attacks and then going all in with a flurry of powerful attacks of their own when the time is right.
}}
}}
<br style="clear:both;"/>
</div>


==Normal Moves==
==Normal Moves==
====== <span style="visibility:hidden;font-size:0">5A</span> ======
===<big>{{clr|A|5A}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Hakumen_5A.png |caption=Don't crouch please.
|input=5A
|name=5A
|description=
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|5A}}
{{!}}-
{{Description|8|text=
*Must be barriered when in the air
*Must be barriered when in the air


Standard standing jab and one of the rare 5f normals. Be careful when using it in pressure, it whiffs on everyone crouching except Haku and Tager. It won't whiff on Relius or Kagura crouching, either, but only if they're forced into a blocking animation beforehand due to their stances. Thanks to its low start-up and recovery, it acts as a fairly useful anti-air at close range.
On paper this is one of the best jabs in the game; It's one of the rare 5f normals, quick recovery and +3 on block. In reality, however, its hitboxes render it terrible in pressure as it whiffs on everyone crouching except Hakumen and Tager. {{clr|A|2A}} > {{clr|A|5A}} also works in pressure on Relius and Kagura due to their blocking hitboxes. These problems don't apply when using it as an anti-air move, where its hitbox and Barrier-only property make it excellent for this purpose.
 
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 10 frames): {{clr|B|5B}}, {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|3C}}, {{clr|D|Drives}}, Special, Throw, Jump''
}}
}}
}}
 
<nowiki/>
===<big>{{clr|B|5B}}</big>===
====== <span style="visibility:hidden;font-size:0">5B</span> ======
{{BBCF Move Card
{{MoveData
|input=5B
|image=BBCS_Hakumen_5B.png |caption=Do not skip leg day.
|description=
|name=5B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|5B}}
{{!}}-
{{Description|8|text=
*Does not hit everyone crouching from far away
*Does not hit everyone crouching from far away
*Must be barriered when in the air
*Must be barriered when in the air
*Hakumen's hurtbox moves far back during start up
*Hakumen's hurtbox moves far back during start up
*Now combos into 2B in CF


Fairly situational 5B. While it's 0 on block and jump cancellable, it suffers from a poor horizontal hitbox which hinders its usefulness in pressure. At close range, it can gatling into 2B for a 2-frame gap frame trap or 6B for a 50/50.
Fairly situational {{clr|B|5B}}. While it's 0 on block and jump cancellable, it suffers from a poor horizontal hitbox which hinders its usefulness in pressure. At close range, it can gatling into {{clr|B|2B}} for a 2-frame gap frame trap or {{clr|B|6B}} for a 50/50.


In neutral, it isn't that good due to its poor hitbox and fairly high recovery. Due to its awkward hurtbox, it has some niche punishing purposes like making the first hit of Kokonoe's 214214x whiff and preventing her from using RC.
In neutral, it isn't that good either due to its poor hitbox and fairly high recovery. Thanks to its awkward hurtbox, it has some niche punishing purposes like making the first hit of Kokonoe's 214214x whiff and preventing her from using RC.


<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 21 frames): {{clr|A|5A}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|A|6A}}, {{clr|B|6B}}, {{clr|D|Drives}}, Special, Jump''
}}
}}
}}
 
<nowiki/>
===<big>{{clr|C|5C}}</big>===
====== <span style="visibility:hidden;font-size:0">5C</span> ======
{{BBCF Move Card
{{MoveData
|input=5C
|image=BBCS_Hakumen_5C.png |caption= Omae wa mou shindeiru.
|description=
|name=5C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|5C}}
{{!}}-
{{Description|8|text=
*13F-15F can cut projectiles
*13F-15F can cut projectiles
*Must be barriered when in the air
*Must be barriered when in the air
*Hard Knockdown on Airborne opponents
*Hard Knockdown on airborne opponents
*Forces crouching on hit
*Forces crouching on hit


Haku's standard punish move. It forces crouching on hit, which can lead to high damage combos with only one magatama with 214A > 2C. Can be cancelled into overdrive. On a 5C CH > OD if the opponent bursts immediately, there is enough time to block the burst and punish with another 5C.
Haku's standard punish move. It forces crouching on hit, which can lead to high damage combos with only one Magatama with {{clr|A|214A}} > {{clr|C|2C}}. Can be cancelled into overdrive. On a {{clr|C|5C}} CH > OD if the opponent bursts immediately, there is enough time to block the burst and punish with another {{clr|C|5C}}.
 
In neutral, it can act as a pseudo high-risk high-reward anti-air if spaced correctly.
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''
}}


In neutral, it can act as a pseudo high-reward anti-air if spaced correctly, but don't overly rely on it.
===<big>{{clr|A|2A}}</big>===
{{BBCF Move Card
|input=2A
|description=
One of the furthest-reaching {{clr|A|2A}} of the cast and amazing in neutral. In pressure, it can be linked into itself (gapless), {{clr|B|2B}} (can be DP'ed on IB), {{clr|A|6A}} (frame trap) or any special. Additionally, while {{clr|A|2A}} > {{clr|B|6B}} isn't a gatling it but can be used as a mix-up option. Beware, that {{clr|A|2A}} > {{clr|B|6B}}/{{clr|B|2B}} may whiff if done from too far.


<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 11 frames): {{clr|A|5A}}, {{clr|B|5B}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|A|6A}}, {{clr|B|6B}}, {{clr|C|3C}}, {{clr|D|Drives}}, Special, Throw''
}}
}}
}}
 
<nowiki/>
===<big>{{clr|B|2B}}</big>===
====== <span style="visibility:hidden;font-size:0">2A</span> ======
{{BBCF Move Card
{{MoveData
|input=2B
|image=BBCS_Hakumen_2A.png |caption=Poke poke poke.
|description=
|name=2A
*Air tight blockstring when late chaining into {{clr|A|5A}}
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|2A}}
{{!}}-
{{Description|8|text=
This is one of the furthest-reaching 2A of the cast, making it a great footsies tool and providing an easy way to beat out poorly spaced attacks on the ground. In pressure, it can be linked into itself, 2B, 6A or any special. It combos into 3C, 2B, 6A and 236B.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">2B</span> ======
{{MoveData
|image=BBCS_Hakumen_2B.png |caption=The god normal.
|name=2B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|2B}}
{{!}}-
{{Description|8|text=
*Air tight blockstring when late chaining into 5A
*Good active frames make it good for checking approaches, catching rolls, and as a meaty.
*Good active frames make it good for checking approaches, catching rolls, and as a meaty.


With its superior range and quick start-up, this is one of Hakumen's best moves for footsies. Many ground approaches and attacks can be beaten outright by the reach of the hitbox on this move. This is a 8-frame low, making it a great move to keep your opponent at bay once paired up with 6B in pressure.
With its great range and quick start-up, this is one of Hakumen's best moves for footsies. Being a 8-frame low, it enables 50/50 mix-up when combined with {{clr|B|6B}}. In pressure, it can be followed up with {{clr|A|623A}} > Throw or {{clr|A|214A}} (can be DP'ed on IB).  
 
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 18 frames): {{clr|A|5A}}, {{clr|A|2A}}, {{clr|D|Drives}}, Special''
}}
}}
}}
 
<nowiki/>
===<big>{{clr|C|2C}}</big>===
====== <span style="visibility:hidden;font-size:0">2C</span> ======
{{BBCF Move Card
{{MoveData
|input=2C
|image=BBCS_Hakumen_2C.png |caption=Don't whiff.
|description=
|name=2C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|2C}}
{{!}}-
{{Description|8|text=
*Head invulnerability from frames 9-15
*Head invulnerability from frames 9-15
*10-18F can cut projectiles
*10-18F can cut projectiles
*Must be barriered when in the air
*Must be barriered when in the air


A decent anti-air due to its invincibility and vertical reach. However, it is slow and very punishable on whiff. If blocked, it can be cancelled into 214A or 623A to make it safe. Only use it if you know it will hit or be blocked and you have enough meter to make it safe.
{{clr|C|2C}} has great vertical reach but is very punishable on whiff. If blocked, it can be cancelled into {{clr|A|214A}} or {{clr|A|623A}} to make it safe. This move should only be used as an anti-air if it certain it will at the very least be blocked. This move is useful against IAD at midrange but is very weak against cross-ups.


As as anti-air, due to how far and the high the opponent can be after it hits, comboing after it can be fairly tricky. 2C > 9hjc J.2A works most of the time on normal and counter hit and at most height and distance. On CH, it can combo into Falling J.2C > 6A > 6B for high damage combos.
Comboing after it can be fairly tricky. {{clr|C|2C}} > 9hjc {{clr|A|j.2A}} works most of the time on normal and counter hit and at most height and distance. On CH, it can combo into Falling {{clr|C|j.2C}} > {{clr|A|6A}} > {{clr|B|6B}} for high damage combos.


<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special, Jump (on hit)''
}}
}}
}}
 
<nowiki/>
===<big>{{clr|A|6A}}</big>===
====== <span style="visibility:hidden;font-size:0">6A</span> ======
{{BBCF Move Card
{{MoveData
|input=6A
|image=BBCS_Hakumen_6A.png |caption=Push it to the limit.
|description=
|name=6A
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|6A}}
{{!}}-
{{Description|8|text=
*Must be barriered when in the air
*Must be barriered when in the air
*No head invulnerability


Situational pressure tool. In pressure, it's -1 at close range, +0 if done from a distance. While it pushes Haku-men forward, it isn't that strong in pressure as the options afterwards are limited, especially if it's barriered. 6A > 6B is gapless but heavily telegraphed, as 6A doesn't gatling into any low. On CH, it can combo into Forward Hop > 5C > 214A or 214214B, the latter being extremely rare.
Situational pressure tool. In pressure, it's -1 at close range, +0 if done from a distance. While it pushes Hakumen forward, it isn't that strong in pressure as the options afterwards are limited, especially if it is barriered. {{clr|A|6A}} > {{clr|B|6B}} is gapless but heavily telegraphed, as {{clr|A|6A}} doesn't have any gatling into a low. On CH, it can combo into Forward Hop > {{clr|C|5C}} > {{clr|A|214A}} or {{clr|B|214214B}}, the latter being extremely rare.


<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|6B}}, {{clr|D|Drives}}''
}}
}}
}}
 
<nowiki/>
===<big>{{clr|B|6B}}</big>===
====== <span style="visibility:hidden;font-size:0">6B</span> ======
{{BBCF Move Card
{{MoveData
|input=6B
|image=BBCS_Hakumen_6B.png |caption=Stomp.
|description=
|name=6B
*4-22F foot invulnerable
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|6B}}
{{!}}-
{{Description|8|text=
*4-22F low invulnerable
*Must be barriered when in the air
*Must be barriered when in the air
*As of 2.0, cancels into Shippu


One of the fastest overheads in the game, but doesn't combo into anything on a normal hit. Be wary though not to abuse this move as it has a lot of recovery and is -4 on block. Can only be comboed off of on CH, rapid cancel, after a high 6A hit or into Shippu > Kishuu near the corner.
One of the fastest overheads in the game, but doesn't combo into anything on a normal hit. Do not to abuse this move in pressure as it has a lot of recovery and is -4 on block. If used too predictably, it is possible to OD through it and reliably punish it. It only leads to combos on CH, rapid cancel, after a high {{clr|A|6A}} hit or into Shippu > Kishuu near the corner.


6B is also Haku-men's most versatile okizeme ender, which can lead to meaties or safejumps midscreen and in the corner.
{{clr|B|6B}} is also a versatile okizeme ender, which leads to safejumps on frame 13 reversals on grounded hit and frame 9 reversals on air hit.  


<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|D|Drives}}, Super''
}}
}}
}}
 
<nowiki/>
===<big>{{clr|C|6C}}</big>===
====== <span style="visibility:hidden;font-size:0">6C</span> ======
{{BBCF Move Card
{{MoveData
|input=6C,6[C] Lv 1, 6[C] Lv 2 |versioned=input
|image=BBCS_Hakumen_6C.png |caption=if(6C.doesCH()) {opponent.burst()}
|description=
|name=6C
The '''No Charge''' version has these unique properties:
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=No Charge}}
{{#lst:BBCF/Hakumen/Data|6C}}
{{!}}-
{{Description|9|text=
{{ColumnList |text=
*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.
*Staggers on ground counter hit.
*Slide on on air counter hit.
*Slides on air counter hit.
}}
 
}}
 
{{AttackVersion|name=Partial Charge}}
The '''Partial Charged''' version has these unique properties:
{{#lst:BBCF/Hakumen/Data|6[C] Lv 1}}
*Slides on normal and counter hit.
{{!}}-
 
{{Description|9|text=
 
{{ColumnList |text=
The '''Fully Charged''' version has these unique properties:
*Can cut projectiles from 2F before the active frames to the end of the active frames
*Bonus Proration 110%
*Fatal counter on counter hit.
*Must be barriered when in the air
*Slide on normal and counter hit.
}}
}}
{{AttackVersion|name=Full Charge}}
{{#lst:BBCF/Hakumen/Data|6[C] Lv 2}}
{{!}}-
{{Description|9|text=
*58-62F can cut projectiles
*58-62F can cut projectiles
*Forces fatal counter even on normal hit
*Best opener P1/P2 and up front values by far.
'''Each version''' has the following properties:
*Can cut projectiles starting from 2F before the active frames.
*Fatal counter
*Must be barriered when in the air  
*Must be barriered when in the air  
*Forces fatal counter on normal hit
*Best opener P1/P2 and up front values by far.


While it's on paper Haku-men's best punish move, it requires a Fatal counter to be useful and can't be cancelled into overdrive. As such, 5C is most of the time more practical to use. It can be used to punish some DPs such as Ragna and Jin's 623C.


In neutral, 6C has a pretty large horizontal hitbox, but its long recovery and slow startup makes it a poor spacing tool.  
While it is on paper {{clr|C|6C}} Hakumen's best move to punish moves, it requires a fatal counter to link into moves other than {{clr|A|5A}} and it can't be cancelled into overdrive. As such, {{clr|C|5C}} is often better as a punishing tool. Regardless, it can be used to punish some DPs such as Ragna and Jin's {{clr|C|623C}} for OD-less high-damage routes.
 
6C (level 2) is essentially a combo filler in the corner since it causes slide on grounded opponents, examples include Forward Throw > 623A > 6C (level 2) or 41236C(1) > 623A > 6C (level 2).
In neutral, {{clr|C|6C}} has a pretty large horizontal hitbox, but its long recovery and slow startup makes it a poor spacing tool.  
 
{{clr|C|6C}} (level 2) is essentially a combo filler in the corner since it causes slide on grounded opponents, examples include Forward Throw > {{clr|A|623A}} > {{clr|C|6C}} (level 2) or {{clr|C|41236C}}(1) > {{clr|A|623A}} > {{clr|C|6C}} (level 2).
 
{{clr|C|6C}} (level 3) is an extremely situational punishing move. It can be used to punish Arakune's {{clr|C|236236C}}, Platinum's parry, Terumi's parry super, Azrael's astral and Mai's {{clr|D|236D}} (by using overdrive to make the second hit of her super whiff).


6C (level 3) is an extremely situational punishing move. It can be used to punish Arakune's 236236C, Platinum's parry, Terumi's parry super, Azrael's astral and Mai's 236D if you OD through the descent.


<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Super''
}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">3C</span> ======
{{MoveData
|image=BBCS_Hakumen_3C.png |caption=Can be used to cut your lawn.
|name=3C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|3C}}
{{!}}-
{{Description|8|text=
*7-14F can cut projectiles


A very fast and far reaching poke. Since it only has 8-frame of start-up, it can be used to punish EA at close range. It requires a CH or RC to combo. Up close, It can combo into 6A > 6B and 2B > 214A from further away. Since it's -12 it's extremely easy to punish as such:
===<big>{{clr|C|3C}}</big>===
{{BBCF Move Card
|input=3C
|description=
*7-14F can cut projectiles, Hakumen's fastest grounded move for doing so.
 
A very fast and far reaching poke. Since it only has 8-frame of start-up, it can be used to punish EA at close range. It requires a CH or RC to combo. Up close, It can combo into {{clr|A|6A}} > {{clr|B|6B}} and {{clr|B|2B}} > {{clr|A|214A}} from further away. Since it's -12 it's extremely easy to punish as such:
 
'''Do not autopilot combos that end with {{clr|C|3C}} in pressure.'''


'''Do not autopilot your combos which end with 3C in pressure.'''


<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: {{clr|B|214214B}}''
}}
}}
}}
 
<nowiki/>
===<big>{{clr|C|4C}}</big>===
====== <span style="visibility:hidden;font-size:0">4C</span> ======
{{BBCF Move Card
{{MoveData
|input=4C
|image=BBCS_Hakumen_4C.png |caption=Neutral.
|description=
|name=4C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|4C}}
{{!}}-
{{Description|8|text=
*Fast and long-ranged neutral tool.
*Fast and long-ranged neutral tool.
*Must be barriered when in the air
*8-10F can cut projectiles.


4C is one of Hakumen's prime neutral tool thanks to his great range and start-up. Be careful, as many characters can simply dash under or uses moves that low profile to avoid it (Such as Izanami's 2B). It only combos into 632146C on normal hit. On CH, it can be linked into itself, 214A or 623AA, but none of these work at max range.
{{clr|C|4C}} is one of Hakumen's prime neutral tool thanks to it's great range and start-up. Be careful, as many characters can simply dash under or uses moves that low profile to avoid it (Such as Izanami's {{clr|B|2B}}). It only combos into {{clr|C|632146C}} on normal hit. On CH, it can be linked into itself, {{clr|A|214A}} or {{clr|A|623AA}}, but none of these work at max range.


<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Super''
}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
{{MoveData
|image=BBCS_Hakumen_jA.png |caption=Underrated normal.
|name=j.A
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|j.A}}
{{!}}-
{{Description|8|text=
*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 (IAD J.A x(1~2) > Air throw). In neutral, IAD J.A > J.C is very strong as the J.A deals with the other Air-to-air and let the J.C hit very close to the ground. It's fairly difficult to combo after J.A. On normal hit, it only combos into J.A, J.B, J.214A at certain heights; On CH, you can combo into J.C if you are upbacking or Falling J.B > 5C.
===<big>{{clr|A|j.A}}</big>===
{{BBCF Move Card
|input=j.A
|description=
*Late chains into {{clr|B|j.B}}
 
A pretty decent tool for air to air situations, and for setting up a Throw Reject Miss on an unsuspecting opponent (IAD {{clr|A|j.A}} x(1~2) > Air throw). In neutral, IAD {{clr|A|j.A}} > {{clr|C|j.C}} is very strong as the {{clr|A|j.A}} deals with the other air-to-air and let the {{clr|C|j.C}} hit very close to the ground. It's fairly difficult to combo after {{clr|A|j.A}}. On normal hit, it only combos into {{clr|A|j.A}}, {{clr|B|j.B}}, {{clr|A|j.214A}} at certain heights; On CH, combos into {{clr|C|j.C}} and Falling {{clr|B|j.B}} > {{clr|C|5C}}.


<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 13 frames): {{clr|A|j.A}}, {{clr|B|j.B}}, Special, Throw''
}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">j.2A</span> ======
{{MoveData
|image=BBCS_Hakumen_j2A.png |caption=Nice projectile.
|name=j.2A
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|j.2A}}
{{!}}-
{{Description|8|text=
*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 and specials, so if you use this for a jump-in at too high a height, you will land at frame disadvantage.
===<big>{{clr|B|j.B}}</big>===
 
{{BBCF Move Card
}}
|input=j.B
}}
|description=
<nowiki/>
*Late chains into {{clr|A|j.A}} and {{clr|A|j.2A}}
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
{{MoveData
|image=BBCS_Hakumen_jB.png |caption=Cross-up tool.
|name=j.B
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|j.B}}
{{!}}-
{{Description|8|text=
*Late chains into j.A and j.2A
*Solid crossup hitbox
*Solid crossup hitbox


An amazing normal with a better hitbox than it looks. It's a very good move very good for jump ins, and for crossing the opponent up due to its unique hitbox. On okizeme, after an air hit 6B, Hakumen can 9jc > J.A (whiff) > J.B or 669 > J.A (whiff) > J.B (to cross-up) for a left right/mix-up which also acts as a safejump. The 669 mix-up is also useful to get out of the corner.
An amazing normal with a better hitbox than it looks. It's a very good move for jump ins and for crossing the opponent up. On okizeme, after an air hit {{clr|B|6B}}, Hakumen can 9jc > {{clr|A|j.A}} (whiff) > {{clr|B|j.B}} or 669 > {{clr|A|j.A}} (whiff) > {{clr|B|j.B}} (to cross-up) for a left right/mix-up which also acts as a safejump. The 669 option is also useful to get out of the corner.


<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 15 frames): {{clr|A|j.A}}, {{clr|A|j.2A}}, Special, Jump
}}
}}
}}
 
<nowiki/>
===<big>{{clr|C|j.C}}</big>===
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
{{BBCF Move Card
{{MoveData
|input=j.C
|image=BBCS_Hakumen_jC.png |caption=Neutral 2: Electric boogaloo
|description=
|name=j.C
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|j.C}}
{{!}}-
{{Description|8|text=
*Wall sticks on corner hits
*Wall sticks on corner hits
*Projectile guard point 10F-19F
*Projectile guard point 10F-19F


This is pretty much the go-to tool for Hakumen's air-to-air game. Its 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. Has a plethora of followups depending on height and distance from corner, but Hotaru is the most universal followup.
The go-to tool for Hakumen's air-to-air game. Its 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. On a air hit CH and near the corner, it is possible to combo with {{clr|C|j.C}} CH > IAD {{clr|C|j.C}} > {{clr|B|j.214B}} or {{clr|C|j.C}} CH > IAD > {{clr|C|5C}} if close enough to the ground.


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.  
On tall characters falling {{clr|C|j.C}} is also a strong zoning tool. Bear in mind its slow startup means that it must be used preemptively for close to the ground air-to-air confrontations.  
 
 
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special, Jump (on hit)''
}}
}}
===<big>{{clr|A|j.2A}}</big>===
{{BBCF Move Card
|input=j.2A
|description=
*Projectile guard point 5F-24F
Hakumen's fastest and overall best move for cutting the opponent's projectiles thanks to its long active time and early anti-projectile hitbox, and decent air-to-air tool overall. It only gatlings into {{clr|C|j.C}} and specials. Primarily used against zoners to approach. The strategy is to 9jc > Barrier > Delay {{clr|A|j.2A}}. It cuts projectiles in neutral and keeps a jump/airdash option available afterward to adapt to the situation.
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]] (Can cancel into other normals after 5 frames of recovery): {{clr|C|j.C}}, Special, Jump
}}
}}
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">j.2C</span> ======
===<big>{{clr|C|j.2C}}</big>===
{{MoveData
{{BBCF Move Card
|image=BBCS_Hakumen_j2C.png |caption=Getting beaten by Anti-airs since 2008.
|input=j.2C
|name=j.2C
|description=
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|j.2C}}
{{!}}-
{{Description|8|text=
*Projectile guard point 14F-19F
*Projectile guard point 14F-19F
<br/>
 
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. In the corner 6B > J.A(whiff) > J.2C acts as a safejump.
Decent air to ground tool, it has a bigger hitbox than {{clr|B|j.B}} but is slower and it's harder to combo after it. A very common mistake is to overuse IAD {{clr|C|j.2C}} in neutral. {{clr|C|j.2C}} is very slow and as such fairly easy to anti-air. 7/9jc > Barrier > Close to the ground {{clr|C|j.2C}} can be very strong as it exploit {{clr|C|j.2C}} great hitbox while making hard to punish. In the corner {{clr|B|6B}} > {{clr|A|j.A}}(w) > Falling {{clr|C|j.2C}} acts as a safejump. {{clr|C|j.2C}} is also used after {{clr|A|j.214A}} air combo enders to prevent delay techs, rolls or to even meaty with certain setups.
 
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''


}}
}}
}}
<br style="clear:both;"/>


==Drive Moves==
==Drive Moves==
====== <span style="visibility:hidden;font-size:0">5D</span> ======
Each of Hakumen's Drive normals automatically trigger a counterattack after blocking an opponent's strike, but not after blocking a projectile. Hakumen becomes fully invulnerable for the remainder of the Drive move if any attack is blocked, and also gains the option to cancel into any special, super, Crush Trigger or Exceed Accel if the counterattack is not triggered. Each counterattack's startup can also be cancelled into any of the same options in a short window before they are active. Any special or super (with the exceptions of {{clr|D|236236D}} or specifically OD {{clr|C|632146C}}) cancelled into this way will be fully invulnerable for the first 10 frames.
{{MoveData
 
|image=BBCS_Hakumen_5D.png |caption=PREDICTABO.
===<big>{{clr|D|5D}}</big>===
|name=5D
{{BBCF Move Card
|data=
|input=5D,5[D] Lv 1,5[D] Lv 2,5D Attack |versioned=input
{{AttackDataHeader-BBCF|version=yes}}
|description=
{{!}}-
*Can be held to extend parry window
{{AttackVersion|name=Catch}}
*Cannot block low moves, regardless of attribute.
{{#lst:BBCF/Hakumen/Data|5D}}
*Gain 1 Magatama when followup attack connects.
{{!}}-
*0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)
{{AttackVersion|name=Catch (Held)}}
*Swaps sides and causes hard knockdown
{{#lst:BBCF/Hakumen/Data|5[D] Lv 1}}
Your general purpose counter and the most lenient with its timing due to its ability to be held. However, this is the only normal drive move that doesn't have guard point from the first frame, so don't use it as a reversal. Gives reasonable reward on hit.
{{!}}-
 
{{AttackVersion|name=Catch (Max Hold)}}
{{clr|D|5D}} can act as a pseudo anti-air. It combos into {{clr|B|236B}}, {{clr|A|623A}} and can be OD cancelled
{{#lst:BBCF/Hakumen/Data|5[D] Lv 2}}
 
{{!}}-
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''
{{Description|9|text=
{{ColumnList|text=
*Can be held
*Only counters mids, and overheads.
}}
}}
}}
{{!}}-
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Attack}}
{{#lst:BBCF/Hakumen/Data|5D Attack}}
{{!}}-
{{Description|9|text=
{{ColumnList|text=
*Gain 1 magatama when activated
*0% heat gain multiplier
*Swaps sides
*Hard knockdown}}


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 cancelled into Yukikaze, it will automatically activates, won't freeze the opponent and deal 2800 damage if it hits.
===<big>{{clr|D|2D}}</big>===
{{BBCF Move Card
|input=2D,2D Attack |versioned=input
|description=
*Cannot block overhead moves, regardless of attribute.
*Gain 1 Magatama when followup attack connects.
*0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)
*Swaps sides and causes hard knockdown
 
A mid and low counter that is active frame 1, so can be used as a wake-up reversal and generally effective against most grounded moves, although the follow-up attack may miss entirely depending on the hitboxes. On hit it puts the opponent behind Hakumen, useful for corner switching with an opponent. Loses to overheads, but most of these are slower than other attacks so the Guardpoint will likely have expired anyway. Just like {{clr|D|5D}}, it combos into {{clr|B|236B}}, {{clr|A|623AA}} and can be OD cancelled.


5D can act as a pseudo anti-air. It combos into 236B, 623A and can be OD cancelled. It catches moves that are high or mid, but it loses to lows.
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''
}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">2D</span> ======
{{MoveData
|image=BBCS_Hakumen_2D.png |caption=Best drive.
|name=2D
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Catch}}
{{#lst:BBCF/Hakumen/Data|2D}}
{{!}}-
{{Description|9|text=
*Only counters mids, and lows.
}}
{{!}}-
{{AttackVersion|name=Attack}}
{{#lst:BBCF/Hakumen/Data|2D Attack}}
{{!}}-
{{Description|9|text=
{{ColumnList|text=
*Gain 1 magatama when activated
*0% heat gain multiplier}}


A mid and low counter that is active frame 1, so can be used as a wake-up reversal, although the follow-up attack may miss entirely depending on the hitboxes. On hit it puts the opponent behind Hakumen, useful for corner switching with an opponent. Loses to overheads. Just like 5D, it combos into 236B, 623AA and can be OD cancelled.
===<big>{{clr|D|6D}}</big>===
}}
{{BBCF Move Card
}}
|input=6D,6D Attack |versioned=input
<nowiki/>
|description=
====== <span style="visibility:hidden;font-size:0">6D</span> ======
*Cannot block low moves, regardless of attribute.
{{MoveData
*Gain 1 Magatama when followup attack connects.
|image=BBCS_Hakumen_6D.png |caption=Situational counter.
*0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)
|name=6D
*On successful counter, blows opponent away and wallbounces
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Catch}}
{{#lst:BBCF/Hakumen/Data|6D}}
{{!}}-
{{Description|9|text=
*Only counters mids, and overheads.
}}
{{!}}-
{{AttackVersion|name=Attack}}
{{#lst:BBCF/Hakumen/Data|6D Attack}}
{{!}}-
{{Description|9|text=
{{ColumnList |text=
*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, it catches highs and mids, but loses to lows. Sometimes used after 6A or 6B to catch attempts at poking out. Primarily used on reaction after an OD flash or against slow overheads. It can also be used to counter some IOH like Rachel's 5B > 9jc J.2D J.A.   
Where {{clr|D|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 {{clr|D|5D}}, it catches highs and mids, but loses to lows. Sometimes used after {{clr|A|6A}} or {{clr|B|6B}} to catch attempts at poking out. Primarily used on reaction after an OD flash or against slow overheads. It can also be used to counter some IOH like Rachel's {{clr|B|5B}} > 9jc {{clr|D|j.2D}} {{clr|A|j.A}}.   


Unfortunately, it's very difficult to combo after it and the combos usually aren't worth doing.
Unfortunately, it's very difficult to combo after it and the combos usually aren't worth doing.
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''
}}
}}
}}
 
<nowiki/>
===<big>{{clr|D|j.D}}</big>===
====== <span style="visibility:hidden;font-size:0">j.D</span> ======
{{BBCF Move Card
{{MoveData
|input=j.D,j.D Attack |versioned=input
|image=BBCS_Hakumen_jD.png |caption=You shouldn't have used that anti-air.
|description=
|name=j.D
*No weakness to specific guard types, unlike other Drives.
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Catch}}
{{#lst:BBCF/Hakumen/Data|j.D}}
{{!}}-
{{Description|9|text=
{{ColumnList|text=
*Only counters mids, and overheads.
*Stalls air momentum.
*Stalls air momentum.
}}
*Gain 1 Magatama when followup attack connects.
*0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)
The anti-air-to-air and anti-anti-air drive. Can be used when falling down or after an IAD to counter moves which are otherwise tough to deal with. It is also a mindgame tool after a blocked {{clr|A|j.214A}} to deter the opponent from using an anti-air. Be careful though, as it can be dealt with air grabs. After {{clr|D|j.D}}, Hakumen is in recovery until landing. As such, using it while high in the air is a risky gamble. On hit, it combos into {{clr|A|j.2A}} or {{clr|C|j.214C}}.


}}
As of CF2, an air option (double jump, air dash) is regained upon a successful catch, meaning it is always possible to go for {{clr|D|j.D}} > {{clr|A|j.2A}} > 9jc > {{clr|B|j.B}} > {{clr|A|j.2A}} > {{clr|A|j.214A}} even after a double jump.
{{!}}-
{{AttackVersion|name=Attack}}
{{#lst:BBCF/Hakumen/Data|j.D Attack}}
{{!}}-
{{Description|9|text=
{{ColumnList |text=
*Gain 1 magatama when activated
*0% heat gain multiplier}}


The anti-air-to-air and anti-anti-air drive. Can be used while falling down or after an IAD to counter moves which are otherwise tough to deal with. It is also a mindgame tool after a blocked J.214A to prevent your opponent from anti-airing you. Be careful when using it high in the air as you'll be in recovery until landing. It combos into J.2A or J.214C.
<br/>''[[{{PAGENAME}}/Frame_Data#Revolver_Action_Table|Gatling Options]]: Special''
 
As of CF2, you regain your air options (double jump, air dash) upon a successful catch, meaning you'll always have the option of doing a small air combo of choice afterwards.
}}
}}
}}
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
====== <span style="visibility:hidden;font-size:0">Forward Throw</span> ======
 
{{MoveData
===<big>Forward Throw</big>===
|image=BBCS_Hakumen_FThrow.png |caption=Stop blocking.
{{InputBadge|{{clr|B|B}}+{{clr|C|C}}}}
{{BBCF Move Card
|input=B+C
|input=B+C
|name=Forward Throw
|description=
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|BC}}
{{!}}-
{{Description|8|text=
*100% minimum damage (1500)
*100% minimum damage (1500)
*Staggers on hit
*Staggers on hit


Primarily used after a 2A at close range or 623A in pressure. It combos into 2C or Forward Hop > J.214B midscreen and 623A > 6C(level 2) in the corner. Note that the first hit after Throw is unburstable. In the corner, Throw > ODc > 6C(level 2) leads to very good magatama efficient combos making it a very useful round ender.  
Primarily used after a {{clr|A|2A}} at close range or {{clr|A|623A}} in pressure. Midscreen, it combos into {{clr|C|2C}} or Forward Hop > {{clr|B|j.214B}}. In the corner, it combos into {{clr|A|623A}} > {{clr|C|6C}}(level 2). The first hit after throw is unburstable. In the corner, Throw > ODc > {{clr|C|6C}}(level 2) leads to efficient combos making it a very useful round ender.  
}}


}}
===<big>Back Throw</big>===
}}
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}
<nowiki/>
{{BBCF Move Card
====== <span style="visibility:hidden;font-size:0">Back Throw</span> ======
{{MoveData
|image=BBCS_Hakumen_BThrow.png |caption=Get back to the corner.
|input=4B+C
|input=4B+C
|name=Back Throw
|description=
|data=
*100% minimum damage (1500)
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|4BC}}
{{!}}-
{{Description|8|text=
*100% minimum damage (1400)


Hits twice, only the second move can be special cancelled. Unlike Forward throw this requires a magatama midscreen to continue the combo with 623A, 623AA or Delay 214A. This is mainly used when cornered to corner the opponent instead. The first hit can be rapid cancelled into 5C OD avoiding the move's proration and thus leading to very high damage under the right circumstances. This is, however, very situational and a fairly tough link.
Hits twice, only the second move can be special cancelled. Unlike forward throw, back throw requires a Magatama midscreen to continue the combo with {{clr|A|623A}}, {{clr|A|623AA}} or Delay {{clr|A|214A}}. The first hit can be rapid cancelled into {{clr|C|5C}} OD avoiding the move's proration and thus leading to very high damage under the right circumstances. This is, however, very situational and a fairly difficult link.
}}


}}
===<big>Air Throw</big>===
}}
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}
{{BBCF Move Card
====== <span style="visibility:hidden;font-size:0">Air Throw</span> ======
{{MoveData
|image=BBCS_Hakumen_AThrow.png |caption=No longer a touch of death.
|input=j.B+C
|input=j.B+C
|name=Air Throw
|description=
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|j.BC}}
{{!}}-
{{Description|8|text=
*100% minimum damage (1500)
*100% minimum damage (1500)
<br/>


The second hit can combo into J.B, J.2A, J.2C (If high enough) or 2B (If too close to the ground). In the corner, combos into J.C > 6C. This is also sometimes legitimately used as an air combo ender, as not a lot of characters can deal with J.C if it's teched and to prevent some characters from using DP RC or OD on wake-up to escape.
The second hit can combo into {{clr|B|j.B}}, {{clr|A|j.2A}}, {{clr|C|j.2C}} (If high enough) or {{clr|A|2A}} > {{clr|A|6A}} (If too close to the ground). In the corner, combos into {{clr|C|j.C}} > {{clr|C|6C}}. This is also sometime used as an air combo ender, as not a lot of characters can deal with {{clr|C|j.C}} after teching it.
}}


}}
===<big>Counter Assault</big>===
}}
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}
<nowiki/>
{{BBCF Move Card
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ======
|input=6A+B
{{MoveData
|description=
|image=BBCS_Hakumen_6A.png |caption=Nobody expects this.
|input=6A+B (when blocking)
|name=Counter Assault
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|6AB}}
{{!}}-
{{Description|8|text=
{{ColumnList |text=
*180F meter cooldown
*180F meter cooldown
*1-20F invincibility
*1-20F invincibility
*Requires 4 magatama}}
*Requires 4 Magatama
 
A fairly good counter assault with a nice hitbox, as it can't be low profiled and has decent reach. It is, however, not used very often as spending 4 Magatama is most of the time not affordable or not worth it.
}}


A fairly good counter assault with a nice hitbox, as it can't be low profiled and has decent reach. It's, however, not used very often as spending 4 magatama is most of the time not affordable or not worth it.
===<big>Crush Trigger</big>===
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}
{{BBCF Move Card
|input=5A+B,5[A+B] |versioned=input
|description=
*Requires 2 Magatama
*180F meter cooldown
*Launches on air hit.


Causes guard crush on normal blocking. It staggers if hits a grounded enemy and launches otherwise. When charged, this move has a 100% P2, which means it doesn't affect the damage reduction in a combo. As such, this is a great overdrive combo filler. Primarily used after {{clr|C|41236C}}(1) or Air hit {{clr|C|5C}} in OD combos.
}}
}}
===<big>Forward Dash</big>===
{{InputBadge|66}}
{{BBCF Move Card
|input=66
|description=
*Quickest forward step-dash in the game
*Can be special cancelled on frame 6 into air specials. Frame 12 for Grounded specials.
*No Invulnerability, but is airborne on frame 5 so can dodge most throws that way.
A key move you will use a lot due to Hakumen's sluggish movement without spending resources. This move also allows you to aggressively use air specials low to the ground, and while it is technically slower than jumping to do this, it allows Hakumen to land much sooner after these moves and continue the combo as well as simply being more likely to hit someone in the first place due to the forward step.
}}
}}
====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ======
{{MoveData
|image=BBCP_Hakumen_CT.png |caption=Overdrive combo filler.
|input=5A+B
|name=Crush Trigger
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Uncharged}}
{{#lst:BBCF/Hakumen/Data|5AB}}
{{!}}-
{{AttackVersion|name=Charged}}
{{#lst:BBCF/Hakumen/Data|5[AB]}}
{{!}}-
{{Description|9|text=
{{ColumnList|text=
*Can be held
*Requires 2 magatama
*100% P2 when charged
*180F meter cooldown}}


Causes guard crush on normal blocking. It staggers if hits a grounded enemy and launches otherwise, in that case it can combo into 5C or 6C. When charged, this move has a 100% P2, which means it doesn't affect the damage reduction in a combo. As such, this is a great overdrive combo filler. Primarily used after 41236C(1) or Air hit 5C in OD combos.  
===<big>Backdash</big>===
{{InputBadge|44}}
{{BBCF Move Card
|input=44
|description=
*Quickest backdash in the game
*Only invulnerable to throws briefly on startup ''and nothing else''. Throw invulnerability lasts until Hakumen is airborne, so is ''mostly'' throw invulnerable until he lands on frame 11.
*Air Special cancellable from Frame 8, Grounded special cancels possible from frame 11
**This is later than his forward dash, making forward dash a better option overall.


Hakumen's backdash, unlike most backdashes, is not a defensive tool. Instead, use it for its speed as a neutral tool to create distance when the situation is otherwise safe. If you actually need something with First-Frame invulnerability, you will need to use {{clr|D|6D}} or {{clr|D|2D}} instead.
}}
}}
}}
<br style="clear:both;"/>


==Specials==
==Specials==
====== <span style="visibility:hidden;font-size:0">Fuumajin</span> ======
*Hakumen can cancel his specials and supers on hit or block into other specials, supers, Crush Trigger or Exceed Accel. Normally, each special can be used only once per string.
{{MoveData
 
|image=BBCP_Hakumen_Fuumajin.png |caption=This is a message to all Hazama players, please stop swinging into this.
===<big>Fuumajin</big>===
|name=Fuumajin
{{InputBadge|Cut Projectile}}
|data=
{{BBCF Move Card
{{AttackDataHeader-BBCF}}
|input=Fuumajin
{{!}}-
|description=
{{#lst:BBCF/Hakumen/Data|Fuumajin}}
'''Hakumen's sword attacks have unique boxes for cutting projectiles. Projectile cut hitboxes are purple, attack hitboxes are red.'''
{{!}}-
 
{{Description|8|text=
Whenever one of Hakumen's sword moves "cuts" an opponent's projectile, that projectile has one hit removed and Fuumajin is spawned in its place. Hakumen also immediately gains 1 Magatama. It is a key tool for dealing with projectile heavy characters but occasionally sees use elsewhere too. While its specific usage varies a lot with the matchup, in general terms it can be used to simply deny or defend against a long ranged attack or simply to put up a barrier to stop a barrage of projectiles or your opponent closing in after their projectile. It does not go away when Hakumen is hit, making it incredibly safe to stand behind. It can be used more aggressively; correctly timing a sword strike to cut a projectile as it spawns can give you effectively additional reach or severely limit your opponent's movement options.
*Resets to 91 more active frames if hitbox is hit by a projectile
 
*Grants 1 Magatama
On paper the attack is also a good starter, but it can be difficult to capitalise on. In the event you hit your opponent at the same time as cutting a projectile, the Fuumajin will hit after the sword hit, potentially ruining any counterhit confirm.
<br/>
 
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. It doesn't disappear when Hakumen gets hit.
Hakumen can only have one Fuumajin active at a time; cutting another projectile will create a new Fuumajin, replacing the existing one.
If both hakumen's sword and his body connect with the projectile on the same frame, Hakumen is hit instead of the projectile being destroyed.
 
*Striking a projectile with the sword does not count as a hit of any kind for the purposes of cancelling into other moves.
*The Fuumajin itself has guard point against anything projectile-attribute, and will reset its duration when it blocks something. Usually this means it will remove the rest of the hits of a multi-hit projectile.
**It will also block Strike-Projectiles like Azrael's 2C or any of Nine's normals, even though they cannot be cut to first create a Fuumajin.
*Hakumen is projectile invulnerable on frames where a Fuumajin spawns or blocks a projectile, protecting him even from beams or projectiles that don't disappear on contact.
 
Some specific interactions:
*Jin's {{MMC|chara=Jin Kisaragi|input=632146C|label=Touga Hyojin}} creates a Fuumajin when cut, but the wave will keep going and can hit Hakumen anyway. This is because the projectile hitbox is separate to the entity creating them.
*Platinum's {{MMC|chara=Platinum The Trinity|input=214A/B/C|label=Dream Sally}} will be popped normally, even if you hit with the part of a slash that can only hit projectiles.
*Hibiki's Shadow Clones will be destroyed normally unless it is struck while active, which is usually just before it reaches Hakumen, so the timing is quite tight.
*Another Hakumen can cut a Fuumajin to create their own, where they will immediately block each other and be destroyed.
*Susanoo's {{MMC|chara=Susano'o|input=6A|label=6A}} can be cut while active. Unusually however, another 6A afterwards will "block" the Fuumajin and destroy it as it has a similar projectile guard point on startup.
}}
}}
}}
 
<nowiki/>
===<big>Guren</big>===
====== <span style="visibility:hidden;font-size:0">Guren</span> ======
{{InputBadge|{{clr|A|214A}} with 1 Magatama}}
{{MoveData
{{BBCF Move Card
|image=BBCS_Hakumen_gurren.png |caption=Pressure reset.
|input=214A
|input=214A
|name=Guren
|description=
|data=
Pressure and combo tool. Combos into {{clr|A|2A}}, {{clr|C|41236C}} or even {{clr|C|2C}} if the opponent is crouched. Being +1 on block, it can be followed-up by {{clr|A|2A}} to reset the pressure. However, it is fairly easy to IB as Hakumen's pressure is limited. If the opponent respects it too much, {{clr|A|214A}} > {{clr|B|6B}} can be used as a mix-up. If they instant block and mash after {{clr|A|214A}}, it is possible to {{clr|D|2D}} them to deter mashing. Do not overuse it in pressure as it drains meter pretty quickly.
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|214A}}
{{!}}-
{{Description|8|text=
*30F meter cooldown
*Must be barriered when in the air
*Requires 1 magatama


Pressure and combo tool. Combos into 2A, 41236C or even 2C if the opponent is crouched. Being +1 on block, this is amazing at resetting pressure by using 2A afterward. However, it is fairly easy to IB as Haku-men's pressure is limited. If the opponent respects it too much, you can 214A > 6B; if they don't respect it all, you can 214A > 2D. Do not overuse it in pressure as it drains meter pretty quickly.
*30F Heat Gauge cooldown
}}
}}
}}
 
<nowiki/>
===<big>Kishuu</big>===
====== <span style="visibility:hidden;font-size:0">Kishuu</span> ======
{{InputBadge|{{clr|A|623A}} with 1 Magatama}}
{{MoveData
{{BBCF Move Card
|image=BBCS_Hakumen_kishuu.png |caption=Wavedash.
|input=623A
|input=623A
|name=Kishuu
|description=
|data=
Has 10 frames of Head and Body invulnerability, but does not go through projectiles. In combos, this is used after air hit {{clr|C|5C}} to combo into {{clr|A|6A}}. In pressure, this is used to approach and set up throws. It can also be used after the super flash of some reversal supers to crawl under them and punish with {{clr|C|5C}} CH / {{clr|C|6C}} FC without letting the opponent RC (Valk's {{clr|D|236236D}} / Izayoi's {{clr|C|236236C}}).
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|623A}}
{{!}}-
{{Description|8|text=
{{ColumnList|text=
*Low profile frame 1
*30F meter cooldown
*Requires 1 magatama}}


Has 10 frames of Head and Body invulnerability, but does not go through projectiles. In combos, this is used after air hit 5C to combo into 6A. In pressure, this is used to approach and set up throws. It can also be used after the super flash of some reversal supers to crawl under them and punish them with 5C CH / 6C FC without letting your opponent RC (Valk's 236236D / Izayoi's 236236C)
*30F Heat Gauge cooldown
*Cancellable into Enma on frames 10-12, or Renka and Zantetsu from frame 10 onwards; these cancels count as being part of the same string.
}}
}}
===<big>Enma</big>===
{{InputBadge|{{clr|A|A}} after {{clr|A|623A}}}}
{{BBCF Move Card
|input=623A~A
|description=
An amazing neutral tool with a surprisingly high and far reach, deals with a plethora of pesky moves and punishes them. Midscreen, it combos into {{clr|B|5B}} (close range), {{clr|A|214A}} (far range), {{clr|C|5C}} (air hit and counter hit) or even {{clr|A|6A}} > {{clr|B|6B}} (distance, height and character specific).
As it's -4, it's punishable on IB by most {{clr|A|5A}}/{{clr|A|2A}}. On block, it can be canceled into {{clr|A|214A}} for a gapless blockstring even on IB.
*30F Heat Gauge cooldown, even though it doesn't cost additional meter to use.
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Enma</span> ======
{{MoveData
|image=BBCS_Hakumen_enma.png |caption=Best neutral tool.
|input=A (after kishuu)
|name=Enma
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|623AA}}
{{!}}-
{{Description|8|text=
*30F meter cooldown
*Head and Body invuln 1-8


An amazing neutral tool with a surprisingly high and far reach, deals with a plethora of pesky moves and punishes them. Midscreen, it combos into 5B (close range), 214A (far range), 5C (air hit and counter hit) or even 6A > 6B (character specific).
===<big>Renka</big>===
As it's -4, it's punishable on IB by most 5A/2A. It can be canceled into 214A to make it safe.
{{InputBadge|{{clr|B|236B}} with 2 Magatama}}
}}
{{BBCF Move Card
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Renka</span> ======
{{MoveData
|image=BBCF_Hakumen_renka.png |caption=Combo filler.
|input=236B
|input=236B
|name=Renka
|description=
|data=
A low kick followed by a mid kick that launches the opponent. A great combo tool at close range. Midscreen, it combos into {{clr|A|6A}} > {{clr|B|6B}} and IAD {{clr|C|j.2C}}. In the corner, the main combo is IAD {{clr|A|j.2A}} > {{clr|C|j.C}}. Sadly, the second hit has a poor horizontal reach limiting its usefulness in pressure and it may whiff if the opponent is too far, which is common if the opponent barrier blocks the preceding hits.
{{AttackDataHeader-BBCF}}
Furthermore, it is possible to ODR after the first hit to make the second one whiff, forcing Hakumen to special cancel or be heavily punished.
{{!}}-
{{clr|B|236B}}(1) > {{clr|A|623A}} is 0 on block, this is, however, very costly. It has the fastest startup of any of Hakumen's grounded specials, so using it to cover unsafe specials gives tighter frametraps than Guren.
{{#lst:BBCF/Hakumen/Data|236B}}
Due to its ability to be jump cancelled, it is possible to perform an Overdrive Cancel by first jump cancelling this move and then cancelling the prejump frames into OD. Jump cancelling will also immediately reset a string, allowing Hakumen to cancel his prejump frames into a special that had already been used.
{{!}}-
{{Description|8|text=
*60F meter cooldown
*Requires 2 magatama


Great combo tool at close range. It combos into 6A > 6B and IAD J.2C midscreen and J.2A > J.C in the corner. Sadly, the second hit has a poor horizontal reach limiting its usefulness in pressure and may whiff in combos if the opponent is too far.
*60F Heat Gauge cooldown
Furthermore, it is possible to OD raid after the first hit to make the second one whiff and punish it.
*Jump cancellable on the second hit
236B(1) > 623A is 0 on block, this is, however, very costly. It has the fastest startup of any of Hakumen's grounded specials, so using it to cover unsafe specials gives tighter frametraps than Guren.
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0">Zantetsu</span> ======
===<big>Zantetsu</big>===
{{MoveData
{{InputBadge|{{clr|C|41236C}} with 3 Magatama}}
|image=BBCS_Hakumen_zantetsu.png |caption=First hit will be bursted 99% of the time.
{{BBCF Move Card
|input=41236C
|input=41236C
|name=Zantetsu
|description=
|data=
A massive overhead attack that can lead to absurd damage, followed by a rather lackluster low that ruins your combo damage after it. Prime combo filler in OD combos that can be done after {{clr|C|5C}} or {{clr|A|214A}}. {{clr|C|41236C}}(1) > {{clr|A|623A}} is +2 on block, but similarly to {{clr|B|236B}} this is very costly.
{{AttackDataHeader-BBCF}}
 
{{!}}-
Due to the first hit having amazing damage scaling, but the second hit having awful scaling, it is common to special cancel after just the first hit during long or Overdrive combos with {{clr|A|623A}} or Crush Trigger. While the second hit does strike low, this only functions as a very basic knowledge check since Hakumen cannot cancel the first hit into any other overhead to form much of a mixup. It does at least form a safe blockstring if both hits are blocked.
{{#lst:BBCF/Hakumen/Data|41236C}}
 
{{!}}-
As far as the basic {{clr|C|41236C}} combo is concerned, {{clr|C|41236C}}(2) > {{clr|A|6A}} > {{clr|B|6B}} > Air combo yields similar damage as {{clr|C|41236C}}(1) > {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}} > Air combo, so the former is preferred.
{{Description|8|text=
{{ColumnList|text=
*90F meter cooldown
*Requires 3 magatama}}


Standing overhead that can lead to absurd damage. Prime combo filler in OD combos that can be done after 5C or 214A. 41236C(1) > 623A is +2 on block, but similarly to 236B this is very costly. The second hit has an awful proration hence why it's avoided in long or OD combos with 623A or CT.
*90F Heat Gauge cooldown
As far as the basic 41236C combo is concerned, 41236C(2) > 6A > 6B > Air combo yields similar damage as 41236C(1) > 623A > 6A > 6B > Air combo, so the former is preferred.
*While this move can cut projectiles, it is notably far worse than most other moves at it due to poor hitboxes and no hitboxes beyond the normal active frames, so don't use it for this purpose.
}}
}}
===<big>Yanagi</big>===
{{InputBadge|{{clr|D|214D}} with 2 Magatama}}
{{BBCF Move Card
|input=214D
|description=
Hakumen advances forward with a Zanshin seal that autoguards attacks and attempts to chokeslam the opponent. Like other Drive moves, Hakumen can special cancel the remaining startup of the move if it blocks an attack. '''Unlike''' other Drive moves, Hakumen attempts the grab at the end even if he didn't block any attack, allowing it to be used during combos.
On block, it's -7 and therefore punishable by most {{clr|A|2A}}. It can be cancelled into {{clr|A|214A}} for a frame trap or {{clr|B|236B}} to make it gapless. However, due to what was likely an oversight, any move special cancelled into from Yanagi will be fully invulnerable for the first 10 frames, even if Yanagi didn't block anything. This gives Hakumen the option to also beat punish attempts with very delayed cancels instead of needing to commit earlier to frame trapping normally—this can make the move ''very'' scary to punish if Hakumen has any amount of meter.
Can sometimes be used to escape the corner but does not have guard point frame 1, so it will lose to properly timed meaties and frame traps.
On hit, combo into {{clr|B|236B}} or {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}}. This is also a very good OD combo ender with {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > EA or {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > {{clr|C|632146C}} > {{clr|A|623A}} > EA.
*30F Heat Gauge cooldown
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Hotaru</span> ======
{{MoveData
|image=BBCS_Hakumen_hotaru.png |caption=Aerial Houtenjin.
|input=j.214B
|name=Hotaru
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|j.214B}}
{{!}}-
{{Description|8|text=
{{ColumnList|text=
*60F meter cooldown
*Must be barriered when in the air
*Gives back jump / airdash option
*Requires 2 magatama
*Can only be used once in the air}}


Even though it's invulnerable, it is not that great of a wake-up option as it is not invincible frame 1 due to the jump and easily whiff if the opponent crouches or use 2A.
===<big>Agito</big>===
It's a Short/Fast starter, so combos are limited afterward. This move is however a very important combo extender as it is possible to airdash afterward into J.2C to do high damage combos or end in the corner with J.C > 6C/5C > 6A > 6B, which give a much better knockdowns than J.214A.  
{{InputBadge|{{clr|A|j.214A}} with 1 Magatama}}
{{BBCF Move Card
|input=j.214A
|description=
Low-cost knockdown tool. Counts as a projectile, which allows it to beat most anti-airs. On counter hit, it ground bounces and combos into {{clr|C|j.2C}} or {{clr|B|j.B}} depending on the height. IAD {{clr|A|j.214A}} is a fairly ambiguous cross-up but doesn't combo into anything.
 
As far as okizeme is concerned, {{clr|A|j.214A}} is a fairly good ender. For more details, check the okizeme strategy section: [https://dustloop.com/wiki/index.php?title=BBCF/Hakumen/Strategy#Agito link]


*30F meter cooldown
*Can only be used once in the air
}}
}}
===<big>Hotaru</big>===
{{InputBadge|{{clr|B|j.214B}} with 2 Magatama}}
{{BBCF Move Card
|input=j.214B
|description=
Primarily a combo extender, as it is possible to airdash afterward into {{clr|C|j.2C}} > {{clr|A|6A}} > {{clr|B|6B}} which leads into high damage combos. In the corner, it is used to end with {{clr|C|j.C}} > {{clr|C|6C}}/{{clr|C|5C}} > {{clr|A|6A}} > {{clr|B|6B}}, which give a much better knockdowns than {{clr|A|j.214A}}.
Even though it's invulnerable, it is not that great of a wake-up option as it is not invincible frame 1 due to the jump and easily whiff if the opponent crouches or use {{clr|A|2A}}. It's a also a short/fast starter, so combos are limited afterward.
*60F meter cooldown
*Air-unblockable air attack. <!---what--->
*Resets Hakumen's air options, and can be jump and airdash cancelled on hit/block
*Can only be used once in the air
}}
}}
<nowiki/>
 
====== <span style="visibility:hidden;font-size:0">Tsubaki</span> ======
===<big>Tsubaki</big>===
{{MoveData
{{InputBadge|{{clr|C|j.214C}} with 3 Magatama}}
|image=BBCS_Hakumen_tsubaki.png |caption=No longer an overhead.
{{BBCF Move Card
|input=j.214C
|input=j.214C
|name=Tsubaki
|description=
|data=
Situational special. Sometime used in OD combos, however, it is harder to use than {{clr|C|41236C}}.
{{AttackDataHeader-BBCF}}
In pressure, it guard crushes if it isn't barriered. In that case, it can combo into Forward Hop > {{clr|C|5C}} midscreen or {{clr|C|6C}} (level 2) in the corner.
{{!}}-
{{#lst:BBCF/Hakumen/Data|j.214C}}
{{!}}-
{{Description|8|text=
{{ColumnList|text=
*90F Heat Gauge Cooldown
*Requires 3 magatama
*Can only be used one time in the air
*Projectile guard point only on blade
*Projectile guard point 15F-17F}}


It guard crushes if it isn't barriered. In that case, it can combo into Forward Hop > 5C midscreen or 6C (level 2) in the corner.
It can be used on wake-up to heavily punish throw attempts if the opponent is trying to play around {{clr|D|236236D}}. It combos into {{clr|A|6A}} > {{clr|B|6B}} > ... or {{clr|C|5C}} > ODc > {{clr|A|214A}}/{{clr|B|236B}} > ...  
This can be used on wake-up to heavily punish throw attempts if your opponent is trying to play around 236236D. It combos into 6A > 6B > ... or 5C > ODc > 214A/236B > ...
It's also another amazing overdrive combo filler thanks to its high damage.


Fastest startup after TK is 19 frames and 21 after a Hop.  
Fastest startup after TK is 19 frames and 21 after a Hop.  


*90F Heat Gauge Cooldown
*Can be used any number of times in the air.
*Can cut projectiles 15F-17F
*Fatal Counter
}}
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Agito</span> ======
{{MoveData
|image=BBCP_Hakumen_Agito.png |caption=Air ender and ends anti-air.
|input=j.214A
|name=Agito
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|j.214A}}
{{!}}-
{{Description|8|text=
{{ColumnList|text=
*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 anti-airs that are only head invincible. On counter hit, it ground bounces and combos into J.2C or J.B depending on the height. IAD J.214A is a fairly ambiguous cross-up but doesn't combo into anything.
==Distortion Drives==
As far as okizeme is concerned, J.214A is a fairly good ender.
===<big>Kokūjin: Shippu </big>===  
* ... > J.B2A > 9jc > J.B > J.2A > Falling J.2C > 2A: Standard ender. J.2C covers rolls and delay techs and 2A beats mashing. Weak to reversals.
* ... 9hjc > J.B2A > 9jc > Delay J.2C > J.214A > Falling J.2C: J.2C hits meaty and acts as a safejump.
* ... 9hjc > J.AB2A > J.214A > Falling J.2C / 2B / IAD J.B: J.2C covers rolls and delay techs. The 2B / IAD J.B can act as 50/50 mix-up.
For more details: check the okizeme doc: [https://docs.google.com/document/d/1mYhxmbvUawkwSmc0dxBsxvCwvXCggmGJY_Q-KqT23Sc/edit# link]
}}
}}
<nowiki/>
====== <span style="visibility:hidden;font-size:0">Yanagi</span> ======
{{MoveData
|image=BBCF_Hakumen_Yanagi.png |caption=Slam to the ground all the players who switched to another game.
|input=214D
|name=Yanagi
|data=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|214D}}
{{!}}-
{{Description|8|text=
*Guards attacks 4-27F
*30F meter cooldown
*Requires 2 magatama
*Unlike other drive moves, hakumen attempts the grab at the end even if he didn't block any attack.


Hakumen advances forward with a Zanshin seal that autoguards attacks and attempts to chokeslam the opponent. After guarding an attack, Hakumen can special-cancel the recovery.
{{InputBadge|{{clr|C|632146C}} with 4 Magatama}}
On block, it's -7 and therefore punishable by most 2A. It can be cancelled into 214A for a frame trap or 236B to make it gapless.
{{BBCF Move Card
Can be used to escape the corner if you think your opponent will jump, but be careful as it loses to meaties.
|input=632146C,632146[C],632146C Wave |versioned=input
On hit, combo into 236B or 623A > 6A > 6B. This is also a very combo OD combo ender with 6A > 6B > 214D > EA or 6A > 6B > 214D > 632146C > 623A > EA.
|description=
Hakumen launches a sword attack and a shockwave to the opponent.
----
'''Normal Version'''


}}
Standard distortion combo ender. It can be canceled on block with {{clr|A|623A}} to make it +0 on block, though you waste 5 Magatama so think about it before throwing out. In neutral, this can be useful against zoners (Nu, Lambda, Rachel) since it cuts projectiles on all active frames, or Valkenhayn in wolf form as he can't block it.
}}
----
<br style="clear:both;"/>
'''Charged Version'''


==Distortion Drives==
You can hold the button for 100F to get the Charged Version, which is completely unblockable. Basically impractical. The hold mechanic itself is useful for timing some combos that requires height or such.
====== <span style="visibility:hidden;font-size:0">Kokūjin: Shippu</span> ======
----
{{MoveData
'''Overdrive Version'''
|image=BBCS_Hakumen_shippu.png |caption=Will sometimes come out when you try to do 2B > Zantetsu.
|name=Kokūjin: Shippu
|input=632146C
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Sword Uncharged}}
{{#lst:BBCF/Hakumen/Data|632146C}}
{{!}}-
{{AttackVersion|name=Sword (Charged)}}
{{#lst:BBCF/Hakumen/Data|632146[C]}}
{{!}}-
{{Description|9|text=
{{ColumnList|text=
*Invincible to physical attacks until super flash
*Invincible to projectiles during charge
*Must be barriered when in the air
*Requires 4 magatama
*Hold button to charge attack
*30% minimum damage (Uncharged: 1050/1200 (OD) Charged: 1500)
*180F cooldown
*Projectile guard point on all active frames}}
}}
{{!}}-
{{AttackVersion|name=Wave}}
{{#lst:BBCF/Hakumen/Data|632146C Wave}}
{{!}}-
{{Description|9|text=
*20% minimum damage (Normal: 500 OD: 600)
*Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD


Standard super combo ender. It can be canceled on block with 623A to make it safe. 
The OD version fires a taller, Reppuken-esque energy wave to the slash, with an excellent vertical hitbox, allowing one to combo afterwards. Since the energy wave has better proration than the actual slash and wallbounces it can be used in midscreen OD combos, such as CT > {{clr|C|6C}} > {{clr|C|632146C}} (wave), then follow-up with {{clr|A|623A}}.
The OD version fires a taller, Reppuken-esque energy wave to the slash, with an excellent vertical hitbox. In neutral, this can be useful against zoners (Nu, Lambda, Rachel) or Valkenhayn in wolf form as he can't block it.
The energy wave has better proration than the actual slash and wallbounces. This is used in midscreen low life OD combos with CT > 6C > 632146C (wave) > 623A > 5C > ...


*180F Heat Gauge cooldown
*30% minimum damage on slash (Uncharged: 1050[1200] Charged: 1500), 20% minimum damage on wave (500 [600]).
*Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD.
}}
}}
}}
<nowiki/>


====== <span style="visibility:hidden;font-size:0"> Kokūjin: Yukikaze</span> ======
===<big> Kokūjin: Yukikaze</big>===
{{MoveData
{{InputBadge|{{clr|D|236236D}} with 4 Magatama}}
|image=BBCS_Hakumen_yukikaze.png |caption=No.
{{BBCF Move Card
|image2=BBCS_Hakumen_Yukikaze2.png |caption2=
|input=236236D,236236D Attack |versioned=input
|name= Kokūjin: Yukikaze
|description=
|input=236236D
|data=
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
{{AttackVersion|name=Catch}}
{{#lst:BBCF/Hakumen/Data|236236D}}
{{!}}-
{{Description|9|text=
{{ColumnList|text=
*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}}


}}
A super version of Hakumen's parries. If activated, Hakumen dashes forward with a slash that hits everything that is head level or lower and is fully invincible throughout. If your opponent activated it with a physical strike, they will be frozen in hitstop until this attach hits. This is a key defensive tool in most match-ups and a life changer with 4 Magatamas as the opponent has to play around it to avoid losing the momentum. Most notably, it is a fantastic tool to escape projectile-based okizeme and makes Hakumen one of the only character who can reliably escape some of them (Like Rachel's {{clr|A|22A}}. Midscreen, it can be comboed into {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}}; In the corner, it can be comboed into {{clr|A|623A}} > IAD {{clr|A|j.2A}} > {{clr|C|j.C}}, then landing {{clr|C|5C}} > {{clr|A|6A}} > {{clr|B|6B}}.
{{!}}-
{{AttackVersion|name=Attack}}
{{#lst:BBCF/Hakumen/Data|236236D Attack}}
{{!}}-
{{Description|9|text=
*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 be used to escape corner projectile oki. This is the key defensive tool in most match-ups and a life changer when you get 4 magatamas as your opponent has to play around it unless they want to lose the momentum. Since you can special cancel the attack's recovery and Hakumen is left relatively close to the opponent after a successful catch, a common way to convert into a longer combo is to use Kishuu (623A) into 5C afterwards.
In Overdrive, Hakumen deals more hits and the damage increases. Special note should be taken about the OD version: unlike most other Distortion Drives, this pauses the OD timer for about the entire duration of the move. Combine this with the version's lengthy animation, a removed meter cooldown and the fact that the accelerated meter gain of OD isn't paused, by the time the move ends, most of all of the Magatama spent will have been regained. This can lead to even more damaging combos.


Special note should be taken about the OD version: unlike most other Distortion Drives, this pauses the OD timer for about the entire duration of the move. Combine this with the version's lengthy animation, a removed meter cooldown and the fact that the accelerated meter gain of OD isn't paused, and this means that, by the time the move ends, you'll have regained pretty much all of the magatama spent for this move upon a successful catch. This can lead to even more damaging combos that can end in EA.
*180F Heat Guage cooldown
*Fatal Counter.
*Does not catch unblockable attacks.
*If cancelled into from the startup of another Drive move (after blocking an attack), the attack activates immediately instead of needing to parry another hit.
*It is worth noting that the opponent can attempt to Rapid Cancel after being frozen by Yukikaze. Normally however, the opponent will be stuck in hitstop, meaning the RC will not have time to occur and not consume any meter, even though the visual effects play.
*Moves that have invulnerability on the frame they trigger Yukikaze will remain invulnerable during hitstop, making it possible to RC and then perform another invulnerable action to avoid Yukikaze completely. Other notable interactions include {{Character Label|BBCF|Azrael|label=Azrael}}'s {{MiniMoveCard|game=BBCF|chara=Azrael|input=236236D|label=236236D}} as that move guard point will absorb most of Yukikaze's damage and will only end up doing 200 damage. {{Character Label|BBCF|Mu|label=Mu}}'s {{MiniMoveCard|game=BBCF|chara=Mu-12|input=623C|label=623C}} can RC after Yukikaze and high jump to avoid Yukikaze completely without having to use OD.
*Despite being a sword attack when activated, this move cannot cut projectiles, not that it matters much.
}}
}}
}}
 
<nowiki/>
===<big> Kokūjin Oūgi: Mugen</big>===
====== <span style="visibility:hidden;font-size:0"> Kokūjin Oūgi: Mugen</span> ======
{{InputBadge|{{clr|B|214214B}} with 8 Magatama}}
{{MoveData
{{BBCF Move Card
|image=BBCS_Hakumen_mugen.png |caption="Mugen" means "Infinite"
|input=214214B
|input=214214B
|name= Kokūjin Oūgi: Mugen
|description=
|data=
Hakumen's infamous install super, used to capitalise on some big counterhits while at full Heat allowing for some massively damaging combos, virtually guaranteeing victory assuming your opponent doesn't burst and you don't drop the combo.
{{AttackDataHeader-BBCF}}
 
{{!}}-
Requires 8 Magatama but does not consume any upon startup. Instead, Hakumen's heat gauge now acts as a countdown, depleting rapidly once activated and the effects of this move end only when the heat gauge has emptied. During Mugen, all other specials and distortion drives (But not his Astral Heat) may be used with no cost, the same special can be used multiple times in a string (but cannot cancel directly into itself), and specials are not affected by Same Move Proration. Conversely, no heat will be gained while Mugen is active for any reason, and Hakumen cannot use Rapid Cancel or Counter Assault while in Mugen (you have alternatives, for example {{clr|A|623A}} and Yukikaze). The entire duration of Mugen is 360F, starting after Hakumen has fully recovered from this move or he gets hit.
{{#lst:BBCF/Hakumen/Data|214214B}}
 
{{!}}-
Since it has a huge recovery, it is hard to combo into ({{clr|C|6C}} level 3 FC and {{clr|A|6A}} CH only). Alternatively, can be used in neutral as a last resort to try to turn the tide by unleashing a flurry of special moves for free, but some characters can punish it on reaction fullscreen.
{{Description|8|text=
 
*360F duration normally
The main Mugen combos are {{clr|B|236B}}/{{clr|A|214A}} > ({{clr|C|41236C}}(1) > {{clr|A|623A}})xN or ({{clr|C|41236C}}(1) > {{clr|D|214D}})xN, the latter dealing less damage but being easier to perform.
*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.
*Conversely, no heat may be gained at all while Mugen is active for any reason.
*Gauge drain stops during Overdrive
*Cannot use Rapid Cancel or Counter Assault while in Mugen


Hakumen's infamous install super, allowing for some massively damaging combos. 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.
Under Overdrive, the Heat gauge drain is paused, even if it was activated after Mugen. This vastly increases the duration mugen will last for, potentially more than doubling it.
It has a huge recovery and is therefore very hard to combo into (6C level 3 FC and 6A CH only). Alternatively, can be used in neutral as a last resort to try to turn the tide, but some characters can punish it on reaction fullscreen.
In this version of the game, the main OD combos are 236B/214A > (41236C(1) > 623A)xN or (41236C(1) > 214D)xN. The latter dealing less damage but is easier to do.


*Meter drain does not get paused for any reason other than overdrive. Hitstop or either player's super freeze effects will not pad out the length of this move.
*If Hakumen is hit before the superflash, Mugen's effects do not activate.
*After Mugen's effects expire, Hakumen's passive heat gain is zero for 180F. All other Heat gain works as normal. Activating overdrive cancels this state.
*Disables Same Move Proration for all of Hakumen's specials while active.
}}
}}
}}
<br style="clear:both;"/>


==Exceed Accel==
==Exceed Accel==
{{MoveData
===<big>Kokūjin Kingi: Tengai</big>===
|image=BBCF_Hakumen_Tengai.png |caption=One of the better EA.
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}
|image2=BBCF_Hakumen_Tengai2.png |caption2=
{{BBCF Move Card
|input=ABCD during Overdrive
|input=A+B+C+D
|name=Tengai
|description=
|data=
*Foot attribute unlike most EAs.
{{AttackDataHeader-BBCF}}
*Ends all Overdrive effects the instant the initial strike connects
{{!}}-
*[[BBCF/Mechanics#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]
{{#lst:BBCF/Hakumen/Data|ABCD}}
*310/671 Minimum Damage
{{!}}-
{{Description|8|text=
*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. One of the most practical EA in the game as Haku-men can easily combo into for decent damage. The knockdown after it is poor and is possible to roll for free afterward. In the corner, if you think your opponent will forward roll, use 2B to force them to block.
Hakumen kicks the opponent's feet on startup, then knocks them down and follows with a mighty slash. Since Hakumen's combos are mostly limited by resources and combo time, they tend not suffer from bad scaling, meaning that tacking on this move at the end of combos will often still give decent damage very late onto the combo. The downside is that the The knockdown after it is poor and is possible to roll for free afterward. In the corner, {{clr|B|2B}} can be used to force the opponent to block after they forward roll.
}}
}}
}}
<br style="clear:both;"/>


==Astral Heat==
==Astral Heat==
{{MoveData
===<big> Kokūjin Oūgi: Akumetsu</big>===
|image=BBCS_Hakumen_akumetsu.png |caption=Great animation but everything else is awful, just like RWBY.
{{InputBadge|{{clr|D|[2]8D}} when [[BBCF/Mechanics#Astral Heat|Astral Conditions]] are met}}
|name= Kokūjin Oūgi: Akumetsu
{{BBCF Move Card
|input=[2]8D
|input=[2]8D
|data=
|description=
{{AttackDataHeader-BBCF}}
{{!}}-
{{#lst:BBCF/Hakumen/Data|Astral}}
{{!}}-
{{Description|8|text=
{{ColumnList |text=
*180F cooldown
*180F cooldown
*Requires 8 magatama
*Requires 8 Magatama
*Doesn't catch projectiles, grabs or doll attacks}}
*Catches Head, Body, Foot and Burst attributes, including unblockables.
*Does not trigger on Doll attacks, Throws or Projectiles.
*Unlike Hakumen's other drive moves, if it triggers, the attack is ''guaranteed'' to hit
*30F charge. See [[BBCF/Kagura_Mutsuki#Overview|Here]] for details on charge inputs.


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.
Catches moves with physical attributes and the rare unblockables (unlike Haku's other drives). For instance, unlike Yukikaze, this can catch Makoto's {{clr|C|41236C}}. It loses to Relius and Carl's doll attacks, grabs and projectiles (including Hazama's chain and his {{clr|C|632146C}}), but can still beat Jin's Astral.
 
One of the most impractical Astrals in the game; Hakumen usually spends meter as fast as he gets it and it relies on the opponent to be activated. Hakumen also suffers immensely from throwing away all of his meter if it fails.
 
The most practical application this move has is baiting a burst after Throw > {{clr|C|2C}} while the opponent is low on health. It can also be charged and used on reaction during superflash, however, that rarely happens as most players become very careful when Haku has astral.
 
While not good by itself, it's a formidable mindgame tool. Crouching in neutral becomes threatening as it forces the opponent to weight every move carefully.


Worst Astral in the game as Hakumen can hardly meet the activation requirements, can't afford it and relies on your opponent to be activated.
}}
}}
}}
<br style="clear:both;"/>


==External References==
==Colors==
*Japanese Name: ハクメン
{{BBCFColors|Size=120|Character=Hakumen}}
*[https://discord.gg/0wziknKTd04lv5MD Hakumen's discord.]
*[http://www14.atwiki.jp/hakumenmatome/ Japanese Wiki]
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1374431645/ Japanese BBS]
*[http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=ha&pref=0 Arcade Profile Dan Rankings]
<br style="clear:both;"/>
<br style="clear:both;"/>


==Navigation==
==Navigation==
{{#lst:BBCF/Hakumen/Data|Links}}
<center>{{Character Label|BBCF|Hakumen|size=42px}}</center>
{{notice|To edit frame data, edit values in [[BBCF/Hakumen/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{BBCF/CharacterLinks}}
{{Navbar-BBCF}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
 
{{BBCF/Navigation}}

Latest revision as of 01:27, 28 March 2024

Overview

Overview

Hakumen is a high damage defensive character. His Drive is a parry which forces the cast into RPS situations where they have to guess, even when they're on the offensive. Hakumen also has a very diverse array of specials, with a unique catch: He needs to spend Heat to perform them.

To offset this catch, Hakumen passively generates Heat at all times and can generate more with his drive. Hakumen is also one of the few characters who can cancel his specials into each other and most of them have high damage and/or proration. The net result is that, with enough resources, Hakumen has an extremely high damage potential. His normals are no slouch either. Hakumen possesses some excellent normals, such as 4C and j.C for neutral and j.2A to deal with projectiles. Hakumen also has a solid defense with his drive described below, meaning overall Hakumen is a fairly well-rounded high-risk high-reward character.
BBCF Hakumen Nameplate.png
BBCF Hakumen Portrait.png
Health
12,000
Prejump
4F
Backdash
15F (1~4F Inv Throw, 5~9 airborne)
Forward Dash
16F (5~11 airborne)
Fastest Attack
5A (5F whiffs crouchers)
2A (7F)
Reversals
2D (Catch 1~8F)
6D (Catch 1~9F)
236236D (Catch 1~27F)
[2]8D (Catch 1~16F) (Astral)
Fatal Starters
6C
j.214C
236236D
Drive: Zanshin (God Slash)

Hakumen's Drive projects an energy barrier with a guard point that parries attacks. When triggered with a strike, Hakumen will follow up with an invincible, but blockable, counterattack. 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's drives share many traits:

  • The guard point protects and triggers on either side of Hakumen, and the counterattack will autocorrect to face the opponent.
  • If the opponent makes contact with a strike, they experience a long hitstop while Hakumen receives none, making the follow-up much easier to land.
  • On hit, the counterattack generates 1 Magatama and can be special cancelled for a combo.
  • If a projectile is guarded, normal drives will not activate their counterattack, but will still remain completely invulnerable throughout recovery.
  • Hakumen can also special cancel the guard point trigger itself; doing so will carry over invincibility into the next move for 10 frames. This can be used as a pseudo reversal option even against projectile attacks.
  • All drives are in a counterhit state from start to finish. Poor timing or using the incorrect drive for a certain attack can lead to a heavy punish.
    Overdrive: Kishin (Demon God)

During Overdrive, Hakumen's gains the following buffs:

  • Greatly increases passive Heat gain (see below).
  • Hakumen becomes immune to Heat Gauge cooldown, vastly improving the Heat generated. Many special moves will leave Hakumen with more Heat than he started with.
  • Drives generate two Magatama on hit rather than one.
  • Drives on hit have more frame advantage, leading to stronger follow ups.
Hakumen's overdrive is straightforward but extremely powerful. It gives Hakumen the ability to use his specials much more freely, and combo routes involving Overdrive deal extremely high damage. The extra Magatama generated alone can turn the tides of a match, even if not used while in Overdrive. The benefits of his overdrive end the instant overdrive does, including the moment an Exceed Accel hits, even if an Overdrive version of a Distortion Drive is still playing out.
Unique System: Magatama
Player 1 Magatama gauge, with 3 3/4 stocks

Hakumen has a unique meter system. His Heat Gauge is visually divided up into 8 "Magatama" stocks, which represent 12.5% heat gauge each. These Magatama are used for his special moves in addition to the usual uses for heat. Whilst this mostly just functions as a stylized heat meter, (Rapid cancels still cost half of a full meter, or 4 Magatama, for example) the way Hakumen's heat is generated is quite different:

  • Hakumen starts a round with 1 Magatama.
  • Hakumen will gain Heat passively:
    • Normally, Hakumen gains 4 Heat points per frame (15 during Overdrive). One Magatama is worth 1250 Heat points, so normally it takes 312.5 frames to gain one Magatama (83.3 frames under OD). This increment takes place in real time and will not be stopped by any type of superflashes, hitstop, blockstop or timer stops (Overdrive).
    • This rate is 2 per frame while Hakumen is in hitstun (10 during Overdrive).
    • The gain increases by a flat 1 Heat per frame while below 35% health, regardless of state.
    • The final amount is divided by 4 during Heat Cooldown unless in overdrive. Fractions are truncated, so Hakumen will generate 1 Heat point per frame and zero while in hitstun (even while below 35% health in both cases).
  • Successfully hitting with his normal Drives or cutting a projectile will generate one Magatama instead of basing the gain on the damage dealt.
  • Hakumen generates Heat from hitting his opponent, blocking and being hit at only 20% of the rate as anyone else. Even though they spend meter to do so and usually incur a cooldown, Special Moves still generate Heat on hit.
Due to this, Hakumen gains much more Heat through his passive gain than by attacking. Players are incentivised to play defensively, keeping their opponent away, calling their attacks and then going all in with a flurry of powerful attacks of their own when the time is right.

Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 Mid 5 3 6 +3 B
  • Must be barriered when in the air

On paper this is one of the best jabs in the game; It's one of the rare 5f normals, quick recovery and +3 on block. In reality, however, its hitboxes render it terrible in pressure as it whiffs on everyone crouching except Hakumen and Tager. 2A > 5A also works in pressure on Relius and Kagura due to their blocking hitboxes. These problems don't apply when using it as an anti-air move, where its hitbox and Barrier-only property make it excellent for this purpose.


Gatling Options (Can cancel into other normals after 10 frames): 5B, 6A, 6B, 3C, Drives, Special, Throw, Jump

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
730 Mid 10 2 15 0 B
  • Does not hit everyone crouching from far away
  • Must be barriered when in the air
  • Hakumen's hurtbox moves far back during start up

Fairly situational 5B. While it's 0 on block and jump cancellable, it suffers from a poor horizontal hitbox which hinders its usefulness in pressure. At close range, it can gatling into 2B for a 2-frame gap frame trap or 6B for a 50/50.

In neutral, it isn't that good either due to its poor hitbox and fairly high recovery. Thanks to its awkward hurtbox, it has some niche punishing purposes like making the first hit of Kokonoe's 214214x whiff and preventing her from using RC.


Gatling Options (Can cancel into other normals after 21 frames): 5A, 2A, 2B, 6A, 6B, Drives, Special, Jump

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1100 Mid 14 2 20 -3 B (13~15 P)
  • 13F-15F can cut projectiles
  • Must be barriered when in the air
  • Hard Knockdown on airborne opponents
  • Forces crouching on hit

Haku's standard punish move. It forces crouching on hit, which can lead to high damage combos with only one Magatama with 214A > 2C. Can be cancelled into overdrive. On a 5C CH > OD if the opponent bursts immediately, there is enough time to block the burst and punish with another 5C.

In neutral, it can act as a pseudo high-risk high-reward anti-air if spaced correctly.
Gatling Options: Special

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 Mid 7 3 9 0 F

One of the furthest-reaching 2A of the cast and amazing in neutral. In pressure, it can be linked into itself (gapless), 2B (can be DP'ed on IB), 6A (frame trap) or any special. Additionally, while 2A > 6B isn't a gatling it but can be used as a mix-up option. Beware, that 2A > 6B/2B may whiff if done from too far.


Gatling Options (Can cancel into other normals after 11 frames): 5A, 5B, 2A, 2B, 6A, 6B, 3C, Drives, Special, Throw

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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 great range and quick start-up, this is one of Hakumen's best moves for footsies. Being a 8-frame low, it enables 50/50 mix-up when combined with 6B. In pressure, it can be followed up with 623A > Throw or 214A (can be DP'ed on IB).


Gatling Options (Can cancel into other normals after 18 frames): 5A, 2A, Drives, Special

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1050 Mid 13 3 33 -17 B 9~15 H
(10~18 P)
  • Head invulnerability from frames 9-15
  • 10-18F can cut projectiles
  • Must be barriered when in the air

2C has great vertical reach but is very punishable on whiff. If blocked, it can be cancelled into 214A or 623A to make it safe. This move should only be used as an anti-air if it certain it will at the very least be blocked. This move is useful against IAD at midrange but is very weak against cross-ups.

Comboing after it can be fairly tricky. 2C > 9hjc j.2A works most of the time on normal and counter hit and at most height and distance. On CH, it can combo into Falling j.2C > 6A > 6B for high damage combos.


Gatling Options: Special, Jump (on hit)

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
720 Mid 12 4 16 -1 B
  • Must be barriered when in the air

Situational pressure tool. In pressure, it's -1 at close range, +0 if done from a distance. While it pushes Hakumen forward, it isn't that strong in pressure as the options afterwards are limited, especially if it is barriered. 6A > 6B is gapless but heavily telegraphed, as 6A doesn't have any gatling into a low. On CH, it can combo into Forward Hop > 5C > 214A or 214214B, the latter being extremely rare.


Gatling Options: 6B, Drives

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
590×2 High, Mid 18 2,3 23 -4 B 4~22 F
  • 4-22F foot invulnerable
  • Must be barriered when in the air

One of the fastest overheads in the game, but doesn't combo into anything on a normal hit. Do not to abuse this move in pressure as it has a lot of recovery and is -4 on block. If used too predictably, it is possible to OD through it and reliably punish it. It only leads to combos on CH, rapid cancel, after a high 6A hit or into Shippu > Kishuu near the corner.

6B is also a versatile okizeme ender, which leads to safejumps on frame 13 reversals on grounded hit and frame 9 reversals on air hit.


Gatling Options: Drives, Super

6C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6C 1500 Mid 20~24 3 25 -7 B ((2F before Active)~(End of Active) P)
6[C] Lv 1 1700 Mid 25~59 3 25 -7 B ((2F before Active)~(End of Active) P)
6[C] Lv 2 2000 Mid 60 3 25 -7 B (58~62 P)

The No Charge version has these unique properties:

  • Staggers on ground counter hit.
  • Slides on air counter hit.


The Partial Charged version has these unique properties:

  • Slides on normal and counter hit.


The Fully Charged version has these unique properties:

  • Bonus Proration 110%
  • 58-62F can cut projectiles
  • Forces fatal counter even on normal hit
  • Best opener P1/P2 and up front values by far.


Each version has the following properties:

  • Can cut projectiles starting from 2F before the active frames.
  • Fatal counter
  • Must be barriered when in the air


While it is on paper 6C Hakumen's best move to punish moves, it requires a fatal counter to link into moves other than 5A and it can't be cancelled into overdrive. As such, 5C is often better as a punishing tool. Regardless, it can be used to punish some DPs such as Ragna and Jin's 623C for OD-less high-damage routes.

In neutral, 6C has a pretty large horizontal hitbox, but its long recovery and slow startup makes it a poor spacing tool.

6C (level 2) is essentially a combo filler in the corner since it causes slide on grounded opponents, examples include Forward Throw > 623A > 6C (level 2) or 41236C(1) > 623A > 6C (level 2).

6C (level 3) is an extremely situational punishing move. It can be used to punish Arakune's 236236C, Platinum's parry, Terumi's parry super, Azrael's astral and Mai's 236D (by using overdrive to make the second hit of her super whiff).



Gatling Options: Super

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
6C Long 100 94 5
6[C] Lv 1 Long 100 94 5
6[C] Lv 2 Long 100 94 5

6C:

  • Fatal Counter
  • (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)
  • Maximum Slide duration 10F


6[C] Lv 1:

  • Fatal Counter
  • (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)
  • Maximum Slide duration 10F


6[C] Lv 2:

  • Bonus Proration 110%
  • Fatal Counter even on normal hit
  • (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)
  • Maximum Slide duration 10F

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200 Low 8 3 28 -12 F (7~14 P)
  • 7-14F can cut projectiles, Hakumen's fastest grounded move for doing so.

A very fast and far reaching poke. Since it only has 8-frame of start-up, it can be used to punish EA at close range. It requires a CH or RC to combo. Up close, It can combo into 6A > 6B and 2B > 214A from further away. Since it's -12 it's extremely easy to punish as such:

Do not autopilot combos that end with 3C in pressure.



Gatling Options: 214214B

4C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 All 10 1 24 -4 B (8~10 P)
  • Fast and long-ranged neutral tool.
  • 8-10F can cut projectiles.

4C is one of Hakumen's prime neutral tool thanks to it's great range and start-up. Be careful, as many characters can simply dash under or uses moves that low profile to avoid it (Such as Izanami's 2B). It only combos into 632146C on normal hit. On CH, it can be linked into itself, 214A or 623AA, but none of these work at max range.


Gatling Options: Super

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
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 (IAD j.A x(1~2) > Air throw). In neutral, IAD j.A > j.C is very strong as the j.A deals with the other air-to-air and let the j.C hit very close to the ground. It's fairly difficult to combo after j.A. On normal hit, it only combos into j.A, j.B, j.214A at certain heights; On CH, combos into j.C and Falling j.B > 5C.


Gatling Options (Can cancel into other normals after 13 frames): j.A, j.B, Special, Throw

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
650 High/Air 9 3 20 H
  • Late chains into j.A and j.2A
  • Solid crossup hitbox

An amazing normal with a better hitbox than it looks. It's a very good move for jump ins and for crossing the opponent up. On okizeme, after an air hit 6B, Hakumen can 9jc > j.A (whiff) > j.B or 669 > j.A (whiff) > j.B (to cross-up) for a left right/mix-up which also acts as a safejump. The 669 option is also useful to get out of the corner.


Gatling Options (Can cancel into other normals after 15 frames): j.A, j.2A, Special, Jump

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000 All 12 2 32+3L H (10~19 P)
  • Wall sticks on corner hits
  • Projectile guard point 10F-19F

The go-to tool for Hakumen's air-to-air game. Its 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. On a air hit CH and near the corner, it is possible to combo with j.C CH > IAD j.C > j.214B or j.C CH > IAD > 5C if close enough to the ground.

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 for close to the ground air-to-air confrontations.



Gatling Options: Special, Jump (on hit)

j.2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
700 High/Air 11 12 12 H (5~24 P)
  • Projectile guard point 5F-24F

Hakumen's fastest and overall best move for cutting the opponent's projectiles thanks to its long active time and early anti-projectile hitbox, and decent air-to-air tool overall. It only gatlings into j.C and specials. Primarily used against zoners to approach. The strategy is to 9jc > Barrier > Delay j.2A. It cuts projectiles in neutral and keeps a jump/airdash option available afterward to adapt to the situation.


Gatling Options (Can cancel into other normals after 5 frames of recovery): j.C, Special, Jump

j.2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1200 High/Air 16 4 30 H (14~19 P)
  • 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. A very common mistake is to overuse IAD j.2C in neutral. j.2C is very slow and as such fairly easy to anti-air. 7/9jc > Barrier > Close to the ground j.2C can be very strong as it exploit j.2C great hitbox while making hard to punish. In the corner 6B > j.A(w) > Falling j.2C acts as a safejump. j.2C is also used after j.214A air combo enders to prevent delay techs, rolls or to even meaty with certain setups.


Gatling Options: Special

Drive Moves

Each of Hakumen's Drive normals automatically trigger a counterattack after blocking an opponent's strike, but not after blocking a projectile. Hakumen becomes fully invulnerable for the remainder of the Drive move if any attack is blocked, and also gains the option to cancel into any special, super, Crush Trigger or Exceed Accel if the counterattack is not triggered. Each counterattack's startup can also be cancelled into any of the same options in a short window before they are active. Any special or super (with the exceptions of 236236D or specifically OD 632146C) cancelled into this way will be fully invulnerable for the first 10 frames.

5D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D 40 6~20 Catch HBFP
5[D] Lv 1 50 6~30 Catch HBFP
5[D] Lv 2 60 6~40 Catch HBFP
5D Attack 0, 1000 16 10 10 -1 BT 1~End All
  • Can be held to extend parry window
  • Cannot block low moves, regardless of attribute.
  • Gain 1 Magatama when followup attack connects.
  • 0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)
  • Swaps sides and causes hard knockdown

Your general purpose counter and the most lenient with its timing due to its ability to be held. However, this is the only normal drive move that doesn't have guard point from the first frame, so don't use it as a reversal. Gives reasonable reward on hit.

5D can act as a pseudo anti-air. It combos into 236B, 623A and can be OD cancelled


Gatling Options: Special

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
5D
5[D] Lv 1
5[D] Lv 2
5D Attack Very Short 100 100, 72 0, 4

5D:

  • Only guards attacks that can be blocked high/mid
  • Cancels into attack only after guarding a non-projectile
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F


5[D] Lv 1:

  • Only guards attacks that can be blocked high/mid
  • Cancels into attack only after guarding a non-projectile
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F


5[D] Lv 2:

  • Only guards attacks that can be blocked high/mid
  • Cancels into attack only after guarding a non-projectile
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F


5D Attack:

  • Cancellable into specials/supers/CT/EA on frames 11-15
  • Cannot hit opponents in jump startup

2D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2D 46 1~8 Catch HBFP
2D Attack 0, 1000 16 10 15 -6 FT 1~End All
  • Cannot block overhead moves, regardless of attribute.
  • Gain 1 Magatama when followup attack connects.
  • 0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)
  • Swaps sides and causes hard knockdown

A mid and low counter that is active frame 1, so can be used as a wake-up reversal and generally effective against most grounded moves, although the follow-up attack may miss entirely depending on the hitboxes. On hit it puts the opponent behind Hakumen, useful for corner switching with an opponent. Loses to overheads, but most of these are slower than other attacks so the Guardpoint will likely have expired anyway. Just like 5D, it combos into 236B, 623AA and can be OD cancelled.


Gatling Options: Special

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
2D
2D Attack Very Short 100 100, 72 0, 4

2D:

  • Only guards attacks that can be blocked mid/low
  • Cancels into attack only after guarding a non-projectile
  • After guarding a projectile attack, Hakumen is fully invincible for rest of move
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F


2D Attack:

  • Cancellable into specials/supers/CT/EA on frames 11-15
  • Cannot hit opponents in jump startup

6D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
6D 43 1~9 Catch HBFP
6D Attack 0, 1000 16 10 10 -1 BT 1~End All
  • Cannot block low moves, regardless of attribute.
  • Gain 1 Magatama when followup attack connects.
  • 0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)
  • On successful counter, blows opponent away and wallbounces

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, it catches highs and mids, but loses to lows. Sometimes used after 6A or 6B to catch attempts at poking out. Primarily used on reaction after an OD flash or against slow overheads. It can also be used to counter some IOH like Rachel's 5B > 9jc j.2D j.A.

Unfortunately, it's very difficult to combo after it and the combos usually aren't worth doing.


Gatling Options: Special

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
6D
6D Attack Very Short 100 100, 72 0, 4

6D:

  • Only guards attacks that can be blocked high/mid
  • Cancels into attack only after guarding a non-projectile
  • After guarding a projectile attack, Hakumen is fully invincible for rest of move
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F


6D Attack:

  • Cancellable into specials/supers/CT/EA on frames 11-15
  • Cannot hit opponents in jump startup

j.D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
j.D Until L+17 1~10 Catch HBFP
j.D Attack 0, 1000 14 10 6 HT 1~End All
  • No weakness to specific guard types, unlike other Drives.
  • Stalls air momentum.
  • Gain 1 Magatama when followup attack connects.
  • 0% heat gain multiplier (No normal heat gain outside of the fixed 1 Magatama)

The anti-air-to-air and anti-anti-air drive. Can be used when falling down or after an IAD to counter moves which are otherwise tough to deal with. It is also a mindgame tool after a blocked j.214A to deter the opponent from using an anti-air. Be careful though, as it can be dealt with air grabs. After j.D, Hakumen is in recovery until landing. As such, using it while high in the air is a risky gamble. On hit, it combos into j.2A or j.214C.

As of CF2, an air option (double jump, air dash) is regained upon a successful catch, meaning it is always possible to go for j.D > j.2A > 9jc > j.B > j.2A > j.214A even after a double jump.


Gatling Options: Special

Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
j.D
j.D Attack Very Short 100 100, 67

j.D:

  • Only guards attacks that can be air barrier blocked
  • Cancels into attack only after guarding a non-projectile
  • After guarding a projectile attack, Hakumen is fully invincible for rest of move
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen is 0F. Opponent hitstop is 12F


j.D Attack:

  • Cancellable into specials on frames 11-13
  • Cannot hit opponents in jump startup

Universal Mechanics

Forward Throw

B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 Throw 7 3 23 T
  • 100% minimum damage (1500)
  • Staggers on hit

Primarily used after a 2A at close range or 623A in pressure. Midscreen, it combos into 2C or Forward Hop > j.214B. In the corner, it combos into 623A > 6C(level 2). The first hit after throw is unburstable. In the corner, Throw > ODc > 6C(level 2) leads to efficient combos making it a very useful round ender.

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 750×2 Throw 7 3 23 T
  • 100% minimum damage (1500)

Hits twice, only the second move can be special cancelled. Unlike forward throw, back throw requires a Magatama midscreen to continue the combo with 623A, 623AA or Delay 214A. The first hit can be rapid cancelled into 5C OD avoiding the move's proration and thus leading to very high damage under the right circumstances. This is, however, very situational and a fairly difficult link.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 200, 1300 Throw 7 3 23+3L T
  • 100% minimum damage (1500)

The second hit can combo into j.B, j.2A, j.2C (If high enough) or 2A > 6A (If too close to the ground). In the corner, combos into j.C > 6C. This is also sometime used as an air combo ender, as not a lot of characters can deal with j.C after teching it.

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0 all 13 3 30 -14 B 1~20 All
  • 180F meter cooldown
  • 1-20F invincibility
  • Requires 4 Magatama

A fairly good counter assault with a nice hitbox, as it can't be low profiled and has decent reach. It is, however, not used very often as spending 4 Magatama is most of the time not affordable or not worth it.

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 (With Barrier) B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 (With barrier) B
  • Requires 2 Magatama
  • 180F meter cooldown
  • Launches on air hit.

Causes guard crush on normal blocking. It staggers if hits a grounded enemy and launches otherwise. When charged, this move has a 100% P2, which means it doesn't affect the damage reduction in a combo. As such, this is a great overdrive combo filler. Primarily used after 41236C(1) or Air hit 5C in OD combos.

Forward Dash

66

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
16
  • Quickest forward step-dash in the game
  • Can be special cancelled on frame 6 into air specials. Frame 12 for Grounded specials.
  • No Invulnerability, but is airborne on frame 5 so can dodge most throws that way.

A key move you will use a lot due to Hakumen's sluggish movement without spending resources. This move also allows you to aggressively use air specials low to the ground, and while it is technically slower than jumping to do this, it allows Hakumen to land much sooner after these moves and continue the combo as well as simply being more likely to hit someone in the first place due to the forward step.

Backdash

44

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
15 1-4T
  • Quickest backdash in the game
  • Only invulnerable to throws briefly on startup and nothing else. Throw invulnerability lasts until Hakumen is airborne, so is mostly throw invulnerable until he lands on frame 11.
  • Air Special cancellable from Frame 8, Grounded special cancels possible from frame 11
    • This is later than his forward dash, making forward dash a better option overall.

Hakumen's backdash, unlike most backdashes, is not a defensive tool. Instead, use it for its speed as a neutral tool to create distance when the situation is otherwise safe. If you actually need something with First-Frame invulnerability, you will need to use 6D or 2D instead.

Specials

  • Hakumen can cancel his specials and supers on hit or block into other specials, supers, Crush Trigger or Exceed Accel. Normally, each special can be used only once per string.

Fuumajin

Cut Projectile

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 all 1 92 P 1~End Guard xP

Hakumen's sword attacks have unique boxes for cutting projectiles. Projectile cut hitboxes are purple, attack hitboxes are red.

Whenever one of Hakumen's sword moves "cuts" an opponent's projectile, that projectile has one hit removed and Fuumajin is spawned in its place. Hakumen also immediately gains 1 Magatama. It is a key tool for dealing with projectile heavy characters but occasionally sees use elsewhere too. While its specific usage varies a lot with the matchup, in general terms it can be used to simply deny or defend against a long ranged attack or simply to put up a barrier to stop a barrage of projectiles or your opponent closing in after their projectile. It does not go away when Hakumen is hit, making it incredibly safe to stand behind. It can be used more aggressively; correctly timing a sword strike to cut a projectile as it spawns can give you effectively additional reach or severely limit your opponent's movement options.

On paper the attack is also a good starter, but it can be difficult to capitalise on. In the event you hit your opponent at the same time as cutting a projectile, the Fuumajin will hit after the sword hit, potentially ruining any counterhit confirm.

Hakumen can only have one Fuumajin active at a time; cutting another projectile will create a new Fuumajin, replacing the existing one.

  • Striking a projectile with the sword does not count as a hit of any kind for the purposes of cancelling into other moves.
  • The Fuumajin itself has guard point against anything projectile-attribute, and will reset its duration when it blocks something. Usually this means it will remove the rest of the hits of a multi-hit projectile.
    • It will also block Strike-Projectiles like Azrael's 2C or any of Nine's normals, even though they cannot be cut to first create a Fuumajin.
  • Hakumen is projectile invulnerable on frames where a Fuumajin spawns or blocks a projectile, protecting him even from beams or projectiles that don't disappear on contact.

Some specific interactions:

  • Jin's Touga HyojinBBCF Jin Kisaragi 632146C.pngGuardAllStartup1+(30 Flash)+8RecoveryTotal: 44Advantage-16 creates a Fuumajin when cut, but the wave will keep going and can hit Hakumen anyway. This is because the projectile hitbox is separate to the entity creating them.
  • Platinum's Dream SallyBBCS Platinum DreamSally.pngGuardAllStartup28RecoveryTotal 48Advantage-6 will be popped normally, even if you hit with the part of a slash that can only hit projectiles.
  • Hibiki's Shadow Clones will be destroyed normally unless it is struck while active, which is usually just before it reaches Hakumen, so the timing is quite tight.
  • Another Hakumen can cut a Fuumajin to create their own, where they will immediately block each other and be destroyed.
  • Susanoo's 6ABBCF Susanoo 6A.pngGuardAllStartup16RecoveryTotal 52Advantage-10 can be cut while active. Unusually however, another 6A afterwards will "block" the Fuumajin and destroy it as it has a similar projectile guard point on startup.
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Long 85 89 3
  • If another projectile touches Fuumajin, its active frames are reset
  • When cutting opponent's projectile, Hakumen and opponent's projectile both experience 0F hitstop
  • Invuln listed is what the Fuumajin itself interacts with
  • Hakumen is projectile invulnerable during the frame he cuts a projectile, or an existing Fuumajin blocks a projectile

Guren

214A with 1 Magatama

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
950 All 14 3 15 +1 B

Pressure and combo tool. Combos into 2A, 41236C or even 2C if the opponent is crouched. Being +1 on block, it can be followed-up by 2A to reset the pressure. However, it is fairly easy to IB as Hakumen's pressure is limited. If the opponent respects it too much, 214A > 6B can be used as a mix-up. If they instant block and mash after 214A, it is possible to 2D them to deter mashing. Do not overuse it in pressure as it drains meter pretty quickly.

  • 30F Heat Gauge cooldown

Kishuu

623A with 1 Magatama

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
18 5~14 HB

Has 10 frames of Head and Body invulnerability, but does not go through projectiles. In combos, this is used after air hit 5C to combo into 6A. In pressure, this is used to approach and set up throws. It can also be used after the super flash of some reversal supers to crawl under them and punish with 5C CH / 6C FC without letting the opponent RC (Valk's 236236D / Izayoi's 236236C).

  • 30F Heat Gauge cooldown
  • Cancellable into Enma on frames 10-12, or Renka and Zantetsu from frame 10 onwards; these cancels count as being part of the same string.

Enma

A after 623A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1060 Mid 6 7 16 -4 B 1~8 HB

An amazing neutral tool with a surprisingly high and far reach, deals with a plethora of pesky moves and punishes them. Midscreen, it combos into 5B (close range), 214A (far range), 5C (air hit and counter hit) or even 6A > 6B (distance, height and character specific). As it's -4, it's punishable on IB by most 5A/2A. On block, it can be canceled into 214A for a gapless blockstring even on IB.

  • 30F Heat Gauge cooldown, even though it doesn't cost additional meter to use.

Renka

236B with 2 Magatama

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1000×2 Low, Mid 9 3(12)3 21 -5 F, B

A low kick followed by a mid kick that launches the opponent. A great combo tool at close range. Midscreen, it combos into 6A > 6B and IAD j.2C. In the corner, the main combo is IAD j.2A > j.C. Sadly, the second hit has a poor horizontal reach limiting its usefulness in pressure and it may whiff if the opponent is too far, which is common if the opponent barrier blocks the preceding hits. Furthermore, it is possible to ODR after the first hit to make the second one whiff, forcing Hakumen to special cancel or be heavily punished. 236B(1) > 623A is 0 on block, this is, however, very costly. It has the fastest startup of any of Hakumen's grounded specials, so using it to cover unsafe specials gives tighter frametraps than Guren. Due to its ability to be jump cancelled, it is possible to perform an Overdrive Cancel by first jump cancelling this move and then cancelling the prejump frames into OD. Jump cancelling will also immediately reset a string, allowing Hakumen to cancel his prejump frames into a special that had already been used.

  • 60F Heat Gauge cooldown
  • Jump cancellable on the second hit

Zantetsu

41236C with 3 Magatama

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2100, 800 High/Air, Low/Air 21 3(14)3 18 -2 B,F (21~23, 38~40 P)

A massive overhead attack that can lead to absurd damage, followed by a rather lackluster low that ruins your combo damage after it. Prime combo filler in OD combos that can be done after 5C or 214A. 41236C(1) > 623A is +2 on block, but similarly to 236B this is very costly.

Due to the first hit having amazing damage scaling, but the second hit having awful scaling, it is common to special cancel after just the first hit during long or Overdrive combos with 623A or Crush Trigger. While the second hit does strike low, this only functions as a very basic knowledge check since Hakumen cannot cancel the first hit into any other overhead to form much of a mixup. It does at least form a safe blockstring if both hits are blocked.

As far as the basic 41236C combo is concerned, 41236C(2) > 6A > 6B > Air combo yields similar damage as 41236C(1) > 623A > 6A > 6B > Air combo, so the former is preferred.

  • 90F Heat Gauge cooldown
  • While this move can cut projectiles, it is notably far worse than most other moves at it due to poor hitboxes and no hitboxes beyond the normal active frames, so don't use it for this purpose.

Yanagi

214D with 2 Magatama

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 2500 all 30 3 18 -7 BT 4~27 Guard HBFP

Hakumen advances forward with a Zanshin seal that autoguards attacks and attempts to chokeslam the opponent. Like other Drive moves, Hakumen can special cancel the remaining startup of the move if it blocks an attack. Unlike other Drive moves, Hakumen attempts the grab at the end even if he didn't block any attack, allowing it to be used during combos.

On block, it's -7 and therefore punishable by most 2A. It can be cancelled into 214A for a frame trap or 236B to make it gapless. However, due to what was likely an oversight, any move special cancelled into from Yanagi will be fully invulnerable for the first 10 frames, even if Yanagi didn't block anything. This gives Hakumen the option to also beat punish attempts with very delayed cancels instead of needing to commit earlier to frame trapping normally—this can make the move very scary to punish if Hakumen has any amount of meter.

Can sometimes be used to escape the corner but does not have guard point frame 1, so it will lose to properly timed meaties and frame traps.

On hit, combo into 236B or 623A > 6A > 6B. This is also a very good OD combo ender with 6A > 6B > 214D > EA or 6A > 6B > 214D > 632146C > 623A > EA.

  • 30F Heat Gauge cooldown
Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
Normal 100 100, 72 2
  • If Guard Point blocks an attack, can cancel into specials on whiff/startup
  • On Guard Point, hitstop for Hakumen and Opponent 14F
  • After guarding an attack, remaining Guard frames are replaced with Full Invincibility
  • Heat Gauge Cooldown 60F
  • If cancelled into from Drive counterattack startup, is invulnerable frames 1~10

Agito

j.214A with 1 Magatama

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
950 All 12 4 Total 35 -2 P1

Low-cost knockdown tool. Counts as a projectile, which allows it to beat most anti-airs. On counter hit, it ground bounces and combos into j.2C or j.B depending on the height. IAD j.214A is a fairly ambiguous cross-up but doesn't combo into anything.

As far as okizeme is concerned, j.214A is a fairly good ender. For more details, check the okizeme strategy section: link

  • 30F meter cooldown
  • Can only be used once in the air

Hotaru

j.214B with 2 Magatama

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
1500 Mid 11 3 35 H 1~17 All

Primarily a combo extender, as it is possible to airdash afterward into j.2C > 6A > 6B which leads into high damage combos. In the corner, it is used to end with j.C > 6C/5C > 6A > 6B, which give a much better knockdowns than j.214A. Even though it's invulnerable, it is not that great of a wake-up option as it is not invincible frame 1 due to the jump and easily whiff if the opponent crouches or use 2A. It's a also a short/fast starter, so combos are limited afterward.

  • 60F meter cooldown
  • Air-unblockable air attack.
  • Resets Hakumen's air options, and can be jump and airdash cancelled on hit/block
  • Can only be used once in the air

Tsubaki

j.214C with 3 Magatama

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
2500 Guard Break 60/Barrier 15 3 22+4L H (15~17 P)

Situational special. Sometime used in OD combos, however, it is harder to use than 41236C. In pressure, it guard crushes if it isn't barriered. In that case, it can combo into Forward Hop > 5C midscreen or 6C (level 2) in the corner.

It can be used on wake-up to heavily punish throw attempts if the opponent is trying to play around 236236D. It combos into 6A > 6B > ... or 5C > ODc > 214A/236B > ...

Fastest startup after TK is 19 frames and 21 after a Hop.

  • 90F Heat Gauge Cooldown
  • Can be used any number of times in the air.
  • Can cut projectiles 15F-17F
  • Fatal Counter

Distortion Drives

Kokūjin: Shippu

632146C with 4 Magatama

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
632146C 3500 [4000] All 14+(47 Flash)+7 4 41 -26 B ((Active Frames) P)
632146[C] 5000 Unblockable 14+(47 Flash)+86 4 41 B (100~103 P)
632146C Wave 2500 [3000] All 14+(47 Flash)+11~90 Until Hit Total: 65~144 P3

Hakumen launches a sword attack and a shockwave to the opponent.


Normal Version

Standard distortion combo ender. It can be canceled on block with 623A to make it +0 on block, though you waste 5 Magatama so think about it before throwing out. In neutral, this can be useful against zoners (Nu, Lambda, Rachel) since it cuts projectiles on all active frames, or Valkenhayn in wolf form as he can't block it.


Charged Version

You can hold the button for 100F to get the Charged Version, which is completely unblockable. Basically impractical. The hold mechanic itself is useful for timing some combos that requires height or such.


Overdrive Version

The OD version fires a taller, Reppuken-esque energy wave to the slash, with an excellent vertical hitbox, allowing one to combo afterwards. Since the energy wave has better proration than the actual slash and wallbounces it can be used in midscreen OD combos, such as CT > 6C > 632146C (wave), then follow-up with 623A.

  • 180F Heat Gauge cooldown
  • 30% minimum damage on slash (Uncharged: 1050[1200] Charged: 1500), 20% minimum damage on wave (500 [600]).
  • Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
632146C Normal 100 60 4
632146[C] Normal 100 60 4
632146C Wave Normal 100 80 4 [5]

632146C:

  • Values in [] are during OD
  • (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)
  • Minimum Damage 30%: 1050 [1200]
  • If cancelled into from Drive counterattack startup or 214D (startup or on block) and not in OD, is invulnerable frames 1~10


632146[C]:

  • Values in [] are during OD
  • (Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)
  • Minimum Damage 30%: 1500
  • If cancelled into from Drive counterattack startup or 214D (startup or on block) and not in OD, is invulnerable frames 1~10


632146C Wave:

  • Values in [] are during OD
  • Only appears if Shippu does not touch opponent
  • Activates the first frame Shippu becomes active
  • Minimum Damage 20%: 500 [600]

Kokūjin: Yukikaze

236236D with 4 Magatama

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
236236D 44 1~27 Catch HBFP, Burst
236236D Attack 3200
[1800, 120×18, 2100]
Unblockable 1+(36 Flash)+43 3,3,3,3 39 B 1~End All

A super version of Hakumen's parries. If activated, Hakumen dashes forward with a slash that hits everything that is head level or lower and is fully invincible throughout. If your opponent activated it with a physical strike, they will be frozen in hitstop until this attach hits. This is a key defensive tool in most match-ups and a life changer with 4 Magatamas as the opponent has to play around it to avoid losing the momentum. Most notably, it is a fantastic tool to escape projectile-based okizeme and makes Hakumen one of the only character who can reliably escape some of them (Like Rachel's 22A. Midscreen, it can be comboed into 623A > 6A > 6B; In the corner, it can be comboed into 623A > IAD j.2A > j.C, then landing 5C > 6A > 6B.

In Overdrive, Hakumen deals more hits and the damage increases. Special note should be taken about the OD version: unlike most other Distortion Drives, this pauses the OD timer for about the entire duration of the move. Combine this with the version's lengthy animation, a removed meter cooldown and the fact that the accelerated meter gain of OD isn't paused, by the time the move ends, most of all of the Magatama spent will have been regained. This can lead to even more damaging combos.

  • 180F Heat Guage cooldown
  • Fatal Counter.
  • Does not catch unblockable attacks.
  • If cancelled into from the startup of another Drive move (after blocking an attack), the attack activates immediately instead of needing to parry another hit.
  • It is worth noting that the opponent can attempt to Rapid Cancel after being frozen by Yukikaze. Normally however, the opponent will be stuck in hitstop, meaning the RC will not have time to occur and not consume any meter, even though the visual effects play.
  • Moves that have invulnerability on the frame they trigger Yukikaze will remain invulnerable during hitstop, making it possible to RC and then perform another invulnerable action to avoid Yukikaze completely. Other notable interactions include  Azrael's 236236DBBCF Azrael Stinger.pngGuardAll
    (see notes)
    Startup7+(122 Flash)+4
    [7+(149 Flash)+4]
    Recovery54Advantage-38
    as that move guard point will absorb most of Yukikaze's damage and will only end up doing 200 damage.  Mu's 623CBBCS Mu Origins.pngGuardAllStartup14Recovery37Advantage-26 can RC after Yukikaze and high jump to avoid Yukikaze completely without having to use OD.
  • Despite being a sword attack when activated, this move cannot cut projectiles, not that it matters much.
Version Starter RatingDetermines the starting value of the hitstun/untech decay timer and subsequent combo length P1Proration applied to future hits when used as the first hit of a combo P2Proration applied to future hits when used during any part of a combo Attack LevelDefault Attack Level Values
LevelBlockstunHitstunGround CHAir CH
Lv.0910 (12 in air)+4+15
Lv.11112+4+16
Lv.21314+5+16
Lv.31617+7+19
Lv.41819+10+20
Lv.52021+14+22
Note: Not every attack uses default values
236236D
236236D Attack Normal 100 30
[98×19, 45]
4

236236D:

  • Cannot guard against unblockables
  • Counterhit state for entire move
  • On Guard Point, hitstop for Hakumen 3F, opponent hitstop 47F
  • Parry reversal


236236D Attack:

  • Values in [] are during OD
  • Fatal Counter
  • Immediately enters recovery [begins followup hits] on hit
  • Minimum Damage 20%: 640 [1320]

Kokūjin Oūgi: Mugen

214214B with 8 Magatama

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
16+(90 Flash)+30

Hakumen's infamous install super, used to capitalise on some big counterhits while at full Heat allowing for some massively damaging combos, virtually guaranteeing victory assuming your opponent doesn't burst and you don't drop the combo.

Requires 8 Magatama but does not consume any upon startup. Instead, Hakumen's heat gauge now acts as a countdown, depleting rapidly once activated and the effects of this move end only when the heat gauge has emptied. During Mugen, all other specials and distortion drives (But not his Astral Heat) may be used with no cost, the same special can be used multiple times in a string (but cannot cancel directly into itself), and specials are not affected by Same Move Proration. Conversely, no heat will be gained while Mugen is active for any reason, and Hakumen cannot use Rapid Cancel or Counter Assault while in Mugen (you have alternatives, for example 623A and Yukikaze). The entire duration of Mugen is 360F, starting after Hakumen has fully recovered from this move or he gets hit.

Since it has a huge recovery, it is hard to combo into (6C level 3 FC and 6A CH only). Alternatively, can be used in neutral as a last resort to try to turn the tide by unleashing a flurry of special moves for free, but some characters can punish it on reaction fullscreen.

The main Mugen combos are 236B/214A > (41236C(1) > 623A)xN or (41236C(1) > 214D)xN, the latter dealing less damage but being easier to perform.

Under Overdrive, the Heat gauge drain is paused, even if it was activated after Mugen. This vastly increases the duration mugen will last for, potentially more than doubling it.

  • Meter drain does not get paused for any reason other than overdrive. Hitstop or either player's super freeze effects will not pad out the length of this move.
  • If Hakumen is hit before the superflash, Mugen's effects do not activate.
  • After Mugen's effects expire, Hakumen's passive heat gain is zero for 180F. All other Heat gain works as normal. Activating overdrive cancels this state.
  • Disables Same Move Proration for all of Hakumen's specials while active.

Exceed Accel

Kokūjin Kingi: Tengai

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
600, 1000, 1500
{600, 1000, 4500}
all 20 [10] 3 34 -10 -30 [-20] F 1~22 All
[1~12 All]

Hakumen kicks the opponent's feet on startup, then knocks them down and follows with a mighty slash. Since Hakumen's combos are mostly limited by resources and combo time, they tend not suffer from bad scaling, meaning that tacking on this move at the end of combos will often still give decent damage very late onto the combo. The downside is that the The knockdown after it is poor and is possible to roll for free afterward. In the corner, 2B can be used to force the opponent to block after they forward roll.

Astral Heat

Kokūjin Oūgi: Akumetsu

[2]8D when Astral Conditions are met

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
38000 Unblockable 1+(60 Flash)+36 HBF 1~20 Guard HBF, Burst
  • 180F cooldown
  • Requires 8 Magatama
  • Catches Head, Body, Foot and Burst attributes, including unblockables.
  • Does not trigger on Doll attacks, Throws or Projectiles.
  • Unlike Hakumen's other drive moves, if it triggers, the attack is guaranteed to hit
  • 30F charge. See Here for details on charge inputs.

Catches moves with physical attributes and the rare unblockables (unlike Haku's other drives). For instance, unlike Yukikaze, this can catch Makoto's 41236C. It loses to Relius and Carl's doll attacks, grabs and projectiles (including Hazama's chain and his 632146C), but can still beat Jin's Astral.

One of the most impractical Astrals in the game; Hakumen usually spends meter as fast as he gets it and it relies on the opponent to be activated. Hakumen also suffers immensely from throwing away all of his meter if it fails.

The most practical application this move has is baiting a burst after Throw > 2C while the opponent is low on health. It can also be charged and used on reaction during superflash, however, that rarely happens as most players become very careful when Haku has astral.

While not good by itself, it's a formidable mindgame tool. Crouching in neutral becomes threatening as it forces the opponent to weight every move carefully.

Colors

BBCF Hakumen color 1.png
BBCF Hakumen color 2.png
BBCF Hakumen color 3.png
BBCF Hakumen color 4.png
BBCF Hakumen color 5.png
BBCF Hakumen color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Hakumen color 7.png
BBCF Hakumen color 8.png
BBCF Hakumen color 9.png
BBCF Hakumen color 10.png
BBCF Hakumen color 11.png
BBCF Hakumen color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Hakumen color 13.png
BBCF Hakumen color 14.png
BBCF Hakumen color 15.png
BBCF Hakumen color 16.png
BBCF Hakumen color 17.png
BBCF Hakumen color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Hakumen color 19.png
BBCF Hakumen color 20.png
BBCF Hakumen color 21.png
BBCF Hakumen color 22.png
BBCF Hakumen color 23.png
BBCF Hakumen color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


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To edit frame data, edit values in BBCF/Hakumen/Data.


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