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*Air tight blockstring when late chaining into 5A | *Air tight blockstring when late chaining into 5A | ||
*Good active frames make it good for checking approaches, catching rolls, and as a meaty. | |||
With its superior range, quick start-up, this is one of Hakumen's best moves for footsies. Many ground approaches and attacks can be beat outright by the reach of the hitbox on this move. This is also has a 8-frame startup for a low, making it a great move to keep your opponent honest. It can be delayed-cancelled into 2A and 5A. It gatlings into any D move. | With its superior range, quick start-up, this is one of Hakumen's best moves for footsies. Many ground approaches and attacks can be beat outright by the reach of the hitbox on this move. This is also has a 8-frame startup for a low, making it a great move to keep your opponent honest. It can be delayed-cancelled into 2A and 5A. It gatlings into any D move. | ||
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*Solid crossup hitbox | *Solid crossup hitbox | ||
A move very good for jump ins, and for crossing the opponent up due to its unique hitbox. Like with j.A, it can also be used to setup ground throws off an Air to Ground approach. | A move very good for jump ins, and for crossing the opponent up due to its unique hitbox. Like with j.A, it can also be used to setup ground throws off an Air to Ground approach. On okizeme, Hakumen can choose between forward jump j.B and dashjump j.B (which crosses up) for a fairly ambiguous 50/50 mixup that can be OSed to block DPs if the knockdown is good enough. | ||
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*Can only be used once in the air | *Can only be used once in the air | ||
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Low-cost knockdown tool. Counts as a projectile. On counter hit, it ground bounces and combos into j.2C or j.B depending on the height. Now moves Hakumen forward a little. Agito also gives Hakumen a safer, more ambiguous crossup than j.B but does not lead into damage on normal hit. | Low-cost knockdown tool. Counts as a projectile, which can let it beat antiairs that are only head invul. On counter hit, it ground bounces and combos into j.2C or j.A/j.B depending on the height. Now moves Hakumen forward a little. Agito also gives Hakumen a safer, more ambiguous crossup than j.B but does not lead into damage on normal hit. | ||
Agito knockdowns after full aerial strings do not leave you at very good frame advantage and are especially weak to rapid cancelled DPs. | Agito knockdowns after full aerial strings do not leave you at very good frame advantage and are especially weak to rapid cancelled DPs. |
Revision as of 22:54, 13 June 2018
Hakumen |
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Health: 12,000 Combo Rate: 60% (Normal) / 30% (Mugen)
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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.
On the gameplay side, Hakumen boasts a unique trait among the cast. Hakumen requires "magatama" to use his special moves and as such, meter management is an important aspect to learn. One magatama is equal to one 1/8 of the entire heat meter, but to make this easier for the player to identify, his heat meter is displayed using 8 Magmata stocks and the bar underneath shows the progress towards generating the next one. The magatama can still be used as normal for universal mechanics such as rapid cancels in the normal way, with 4 magatama equalling 50% of a normal heat gauge and 2 equalling 25%. Unique to Hakumen is that his heat gauge will steadily increase at all times, rather than just at critical health (For Hakumen, this simply increases the gain further), furthermore, Hakumen starts each round with one Magamata already available.
While it might seem rather limiting to need to spend heat to perform any special move, Hakumen is also one of the few characters who can cancel his specials into each other and none of his specials experience same move proration, making his potential damage extremely high. He also boasts having some of the best normal moves in the game, with his sword moves covering nearly the entire match start range of the screen. Hakumen also boasts a solid defense with his drive described below, Meaning overall Hakumen is a fairly well-rounded character with many high risk tools at his disposal for many situations, so his playstyle rewards careful patient play.
Drive: Zanshin
Zanshin projects a shield-like energy barrier that, when triggered by an opponent's attack, will negate said attack and follow-up with a blockable, invincible counter-attack. If a physical attack triggers Zanshin, the opponent is frozen in place making the follow-up inescapable. Also, the guardpoint protects and triggers on either sides of Hakumen, allowing him to catch any cross-ups. This gives Hakumen an effective counter to use against many of his opponent's options. In addition, many of Hakumen's normals cancel into his Drive. This makes Zanshin not only a great defensive tool, but an offensive one as well, countering attacks that may exploit holes in Hakumen's blockstrings. As an added bonus, a successful catch with Hakumen's drive will gain 1 magmata, which may be used immediately to special cancel if desired.
Overdrive: Kishin
Kishin greatly increases the magatama recharge rate as well as adding additional properties to his Distortion Drives. If combined with his Mugen distortion drive, his heat loss is frozen for the duration of the overdrive.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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4C
4C |
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j.A
j.A |
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j.2A
j.2A |
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j.B
j.B |
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j.C
j.C |
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j.2C
j.2C |
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Drive Moves
5D
5D |
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2D
2D |
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6D
6D |
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j.D
j.D |
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Universal Mechanics
Forward Throw
Forward Throw B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B (when blocking) |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Fuumajin
Fuumajin |
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Guren
Guren 214A |
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Kishuu
Kishuu 623A |
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Enma
Enma A (after kishuu) |
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Renka
Renka 236B |
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Zantetsu
Zantetsu 41236C |
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Hotaru
Hotaru j.214B |
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Tsubaki
Tsubaki j.214C |
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Agito
Agito j.214A |
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Yanagi
Yanagi 214D |
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Distortion Drives
Kokūjin: Shippu
Kokūjin: Shippu 632146C |
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Kokūjin: Yukikaze
Kokūjin: Yukikaze 236236D |
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Kokūjin Oūgi: Mugen
Kokūjin Oūgi: Mugen 214214B |
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Exceed Accel
Tengai ABCD during Overdrive |
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Astral Heat
Kokūjin Oūgi: Akumetsu [2]8D |
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External References
- Japanese Name: ハクメン
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •