BBCF/Hakumen

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Revision as of 21:56, 26 April 2017 by Uberejho (talk | contribs) (→‎6B)
Hakumen
BBCF Hakumen Portrait.png
Health: 12,000

Combo Rate: 60% (Normal) / 30% (Mugen)
Prejump:
Backdash Time 15 / Invul: 1-5f Throw Invulnerability


Movement Options
1 Double Jump/Airdash, Hop-Dash, Command Dash
Play-style
Balanced (with a higher focus on defense), Footies, Situational (Meter-Dependent)
  

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 Susanooh unit allows him to freely slash through time and space.

On the gameplay side, Hakumen boasts a unique trait among the cast. His meter functions completely differently and instead has eight stocks for his "magatama" gauge. These stocks are consumed whenever Hakumen uses any of his special moves and as such, meter management is an important aspect to learn. However, his also one of the few characters who can cancel his specials into each other, which makes his offense even stronger. He also boasts having some of the best normal moves in the game, with his sword moves covering nearly the entire match start range of the screen. A solid defense with his drive described below, and his moves combined with his Overdrive give him extremely high damage potential. Overall Hakumen is a fairly well-rounded character with many high risk tools at his disposal for many situations. Mastering these tools turns him into a character who greatly rewards fundamental play.

Drive: Zanshin

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

Overdrive: Kishin

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

Pros/Strengths

  • Above average health
  • Passively gains meter through rounds
  • Long ranged normals that make for excellent spacing tools
  • Extremely high damage with OD and meter
  • Specials can be cancelled into each other
  • Can reset pressure in many places because of how his normals chain
  • Counters can stop non-projectile oki
  • Backdash is throw invincible

Cons/Weaknesses

  • Poor mobility
  • Highly meter dependent and therefore resource management is necessary
  • Can't open opponents up as easily due to limited pressure
  • Heavily OD reliant
  • Needs to take risks to get optimal OD confirms to win
  • No strike/projectile invincibility on backdash.
  • Counters no longer stop projectile oki
  • Counters have a lot of recovery and leave him vulnerable.


Normal Moves

5A
5A
BBCS Hakumen 5A.png
King of anti-airs
300 HL 5 3 6 - B -
5B
5B
BBCS Hakumen 5B.png
Good tool for pressure and mixup due to its frame advantage
730 HL 10 2 15 - B -
5C
5C
BBCS Hakumen 5C.png
King of damage
1100 HL 14 2 20 - B -
2A
2A
BBCS Hakumen 2A.png
Quite the range for a 2A
300 All 7 3 9 - F -
2B
2B
BBCS Hakumen 2B.png
Poke their feet
650 L 8 6 15 - F -
2C
2C
BBCS Hakumen 2C.png
Don't whiff
1050 HL 13 3 33 - B -
6A
6A
BBCS Hakumen 6A.png
Advancing position
720 HL 12 4 14 - B -
6B
6B
BBCS Hakumen 6B.png
Overhead
590*2 H, HL 18 2, 6 20 - B -
6C
6C
BBCS Hakumen 6C.png
FATAL!
1500 HL 20 3 25 - B - 1700 HL 25 3 25 - B - 2000 HL 60 3 25 - B -
3C
3C
BBCS Hakumen 3C.png
Pain lies ahead
1200 L 8 3 28 - F -
4C
4C
BBCS Hakumen 4C.png
Literal poke
900 HL 10 3 18 - B -
j.A
j.A
BBCS Hakumen jA.png
Jab your way to the ground
300 HA 7 3 9 - H -
j.2A
j.2A
BBCS Hakumen j2A.png
Sword wall
700 HA 11 12 12 - H -
j.B
j.B
BBCS Hakumen jB.png
Kick your way to the ground
650 HA 9 3 20 - H -
j.C
j.C
BBCS Hakumen jC.png
Air combo ender
1000 All 12 8 26 - H -
j.2C
j.2C
BBCS Hakumen j2C.png
No one challenges this
1200 HA 16 4 30 - H -


Drive Moves

5D
5D
BBCS Hakumen 5D.png
Standing counter
6 14 20 - - 6 24 20 - - 6 34 20 - - 0, 1600 All 13 8 10 - BT -
2D
2D
BBCS Hakumen 2D.png
Crouching counter
1 8 30 - - 0, 1600 All 6 10 15 - FT -
6D
6D
BBCS Hakumen 6D.png
Best counter
1 9 25 - FT - 0, 1600 All 16 10 10 - BT -
j.D
j.D
BBCS Hakumen jD.png
Air counter
1 10 until landing - - 0, 1600 All 30 (9) 42 3, 3 16 - HT -


Universal Mechanics

Forward Throw
Forward Throw
B+C
BBCS Hakumen FThrow.png
Crumple
0, 1500 T(90) 7 3 23 - T -
Back Throw
Back Throw
4B+C
BBCS Hakumen BThrow.png
Sick kicks
0, 750*2 T(90) 7 3 23 - T -
Air Throw
Air Throw
j.B+C
BBCS Hakumen AThrow.png
To the ground with you!
200, 1300 T(100) 7 3 23+3Landing - T -
Counter Assault
Counter Assault
6A+B (when blocking)
BBCS Hakumen 6A.png
Costly, but effective
0 All 13 15 18 - B -
Crush Trigger
Crush Trigger
5A+B
BBCP Hakumen CT.png
Plus on block
1000 B 20, 30~61 2 24 - B -


Specials

Fuumajin
Fuumajin
BBCP Hakumen Fuumajin.png
Cut projectile, get Void
900 All 1 92 - HBFP* -
Guren
Guren
214A
BBCS Hakumen gurren.png
Pressure reset
950 All 14 3 15 - B -
Kishuu
Kishuu
623A
BBCS Hakumen kishuu.png
Wavedash
18T - -
Enma
Enma
A (after kishuu)
BBCS Hakumen enma.png
Certainly not an EWGF
1060 HL 6 7 16 - B -
Renka
Renka
236B Combo filler
1000*2 L, HL 9 3(12)3 21 - F, B -
Zantetsu
Zantetsu
41236C
BBCS Hakumen zantetsu.png
5C > 41236C = Damage
2100, 800 HA, LA 21 3(14)3 20, 18 - B, F -
Hotaru
Hotaru
j.214B
BBCS Hakumen hotaru.png
Aerial Houtenjin
1500 HL 11 3 35 - H -
Tsubaki
Tsubaki
j.214C
BBCS Hakumen tsubaki.png
The scariest thing
2500 All 15 3 22 - H -
Agito
Agito
j.214A
BBCP Hakumen Agito.png
The other air ender
950 All 12 16 Total 35 - HBFP* -
Yanagi
Yanagi
214D
BBCF Hakumen Yanagi.png
Say "nope" to zoning!
All 4 24 11 - -


Distortion Drives

Kokūjin: Shippu
Kokūjin: Shippu
632146C
BBCS Hakumen shippu.png
Big damage
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Sword (Uncharged) 3500/4000 (OD) SR All 14+7 4 41 -26 B 1-SF, all active frames GP(P) -
Sword (Charged) 5000 SR UNB 14+86 4 41 - B 1-SF, 89-92 GP(P) -
  • Invincible to physical attacks until super flash
  • Invincible to projectiles during charge
  • Must be barriered when in the air
  • Requires 4 magatama
  • Ignores character combo rate
  • Hold button to charge attack
  • 30% minimum damage (Uncharged: 1050/1200 (OD) Charged: 1500)
  • 180F cooldown
  • Projectile guard point on all active frames
Wave 2500 R All 14+11 - - - HBFP*(3) - -
Wave (OD) 3000 R All 3+11 - - - HBFP*(3) - -
  • 20% minimum damage (Normal: 500 OD: 600)
  • Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD

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

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

Kokūjin: Yukikaze
Kokūjin: Yukikaze
236236D
BBCS Hakumen yukikaze.png
Super counter
1 27 17 - - 3200 UNB 1+33 12 39 - B - 1800, 150*18, 2100 UNB 1+33 12 39 - B -
Kokūjin Oūgi: Mugen
Kokūjin Oūgi: Mugen
214214B
BBCS Hakumen mugen.png
Magatama install!
16+(90)+30 - -


Exceed Accel

Tengai
ABCD during Overdrive MISOGI
600, 800, 1200 All Fast:10 Slow:20 4 20 - - 4290 All - -


Astral Heat

Kokūjin Oūgi: Akumetsu
[2]8D
BBCS Hakumen akumetsu.png
I dare you press a button
DESTROY UNB 1+0 20 1+37 - HBFT -


External References