BBCF/Hakumen: Difference between revisions

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*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 a slow and very punishable on whiff. On blocked, you can cancel 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.
A decent anti-air due to its invincibility and vertical reach. However, it is a slow and very punishable on whiff. If blocked, you can cancel 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.


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.
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.

Revision as of 01:38, 2 November 2019

Hakumen
BBCF Hakumen Portrait.png
Play-style
Defensive, Footsies, Punishing

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.

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 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). Hakumen begins each round with one magatama available.

While it might seem rather limiting to need to spend heat to perform any special move, Hakumen is also one of the few characters who can cancel his specials into each other and none of his specials experience same-move proration, making his potential damage extremely high once he has the heat available. He also 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.

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 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.

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
  • 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 both non-projectile and projectile oki
  • Backdash is throw invincible
  • Poor mobility
  • No strike/projectile invincibility on backdash; must block in a lot of situations where backdashing would be preferred.
  • Tall Hurtbox; cannot crouch under most characters' best pressure normals.
  • Highly meter dependent and therefore resource management is necessary
  • Requires extensive combo knowledge to best utilise available resources.
  • Can't open opponents up as easily due to limited pressure
  • Heavily OD reliant
  • Needs to take risks to get optimal OD confirms to win
  • Counters have a lot of recovery and leave him vulnerable.



Normal Moves

5A
5A
BBCS Hakumen 5A.png
Don't crouch please
Template:AttackDataHeader-BBCF
5A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 Mid 5 3 6 +3 B DrCSOJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 14 17 20 28 9 +0 +0
BBCF Hakumen 5A.png
Close-range anti-air
BBCF Hakumen 5A Hitbox.png
Cancellable into normals from frame 10


  • Must be barriered when in the air

Standard standing jab and one of the rare 5f normal. It whiffs on everyone crouching except Haku and Tager, so be careful when using it in pressure. Thanks to its low start-up and recovery, it acts as a fairly useful anti-air at close range.

5B
5B
BBCS Hakumen 5B.png
Do not skip leg day
Template:AttackDataHeader-BBCF
5B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
730 Mid 10 2 15 0 B DrSOJR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 19 22 33 11 +0 +2
BBCF Hakumen 5B.png
Situational pressure tool
BBCF Hakumen 5B Hitbox.png
Cancellable into normals from frame 21


  • Does not hit everyone crouching from far away
  • Must be barriered when in the air
  • 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.

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.

5C
5C
BBCS Hakumen 5C.png
Omae wa mou shindeiru
Template:AttackDataHeader-BBCF
5C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1100 Mid 14 2 20 -3 B (13~15 P) SOR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 19 19 + Down 16 24 34 + Down 16 15 +0 +5
BBCF Hakumen 5C.png
Main punish move and OD combo filler
BBCF Hakumen 5C Hitbox P1.pngBBCF Hakumen 5C Hitbox P2.png
Frame 13, projectile cut only • Active Frames
(Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)
Forces crouching on standing hit


  • 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-reward anti-air if spaced correctly, but don't overly rely on it.

2A
2A
BBCS Hakumen 2A.png
Quite the range for a 2A
Template:AttackDataHeader-BBCF
2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 Mid 7 3 9 0 F CSOR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 12 16 23 9 +0 +0
BBCF Hakumen 2A.png
Key pressure and neutral tool
BBCF Hakumen 2A Hitbox.png
Cancellable into 6A immediately on hit/block
Cancellable into other normals from frame 11


This is one of the furthest-reaching 2A of the cast, making it a great footsies tool. Hakumen's 2A is also quick and has advantage on block, giving the player an effective way to beat out poorly spaced attacks on the ground. It can be delay-cancelled into itself, 2B, 5A, and 5B.

2B
2B
BBCS Hakumen 2B.png
The god normal
Template:AttackDataHeader-BBCF
2B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
650 Low 8 6 15 -4 F SOR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 17 22 31 11 +0 +2
BBCF Hakumen 2B.png
Amazing neutral and pressure tool
BBCF Hakumen 2B Hitbox.png
Cancellable into normals from frame 18


  • Air tight blockstring when late chaining into 5A
  • Good active frames make it good for checking approaches, catching rolls, and as a meaty.

With its superior range, quick start-up, this is one of Hakumen's best moves for footsies. Many ground approaches and attacks can be beat outright by the reach of the hitbox on this move. This is also has a 8-frame startup for a low, making it a great move to keep your opponent honest. It can be delayed-cancelled into 2A and 5A. It gatlings into any D move.

2C
2C
BBCS Hakumen 2C.png
Don't whiff
Template:AttackDataHeader-BBCF
2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1050 Mid 13 3 33 -17 B 9~15 H
(10~18 P)
S(J)OR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82 Long 4 18 Launch 21 Launch 50 15 +0 +5
BBCF Hakumen 2C.png
High risk/high reward anti-air
BBCF Hakumen 2C Hitbox P1.pngBBCF Hakumen 2C Hitbox P2.pngBBCF Hakumen 2C Hitbox P3.png
Frames 10-12, Projectile cut only • Frames 13-15 • Frames 16-18 Projectile Cut only
(Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)


  • Head invulnerability from frames 9-15
  • 10-18F can cut projectiles
  • Must be barriered when in the air

A decent anti-air due to its invincibility and vertical reach. However, it is a slow and very punishable on whiff. If blocked, you can cancel 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.

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.

6A
6A
BBCS Hakumen 6A.png
Push it to the limit
Template:AttackDataHeader-BBCF
6A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
720 Mid 12 4 16 -1 B DrR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 18 Crumple 27 Crumple 41 11 +0 +2
BBCF Hakumen 6A.png
Situational in pressure and important combo filler
BBCF Hakumen 6A Hitbox.png
Due to its hitbox, the first active frame of the move is likely to whiff in pressure. This makes it +0 on block instead of -1
Crumple Duration 29F, Crumple Fall 65F


  • 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.

6B
6B
BBCS Hakumen 6B.png
Stomp
Template:AttackDataHeader-BBCF
6B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
590×2 High, Mid 18 2,3 23 -4 B 4~22 F DrR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Normal 4 21 19, Launch 40 + GBounce 24, Launch 55 + GBounce + Down 23 8 +0 +5
BBCF Hakumen 6B.png
Unreactable overhead unless you're SKD
BBCF Hakumen 6B 1 Hitbox.pngBBCF Hakumen 6B 2 Hitbox.png
First hit, frames 18-19 • Second hit, frames 20-22
Bonus Proration 110%
Can cancel into 214D and Supers


  • 4-22F low invulnerable
  • Must be barriered when in the air

One of the fastest overhead in the game, but doesn't combo into anything on a normal hit. Be wary though to not abuse this move as it has a lot of recovery and is -4 on block. Can only be combo off of on CH, rapid cancel, or after a high 6A hit.

6B is also Haku-men most versatile okizeme ender. Which can lead to meaties or safejumps midscreen and in the corner.

6C
6C
BBCS Hakumen 6C.png
FATAL!
Template:AttackDataHeader-BBCF
No Charge


6C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1500 Mid 20~24 3 25 -7 B ((2F before Active)~(End of Active) P) R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94 Long 5 20 32 36 + Slide 38 55 + Slide 16 +0 +8
BBCF Hakumen 6C.png
DP and reversal super punish
BBCF Hakumen 6C Hitbox P1.pngBBCF Hakumen 6C Hitbox P2.png
2 Frames before active, Projectile Cut Only • Active Frames
Fatal Counter
(Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)
Maximum Slide duration 10F
  • Can cut projectiles from 2F before the active frames to the end of the active frames
  • Fatal counter on counter hit.
  • Must be barriered when in the air
  • Staggers on ground counter hit.
  • Slide on on air counter hit.
Partial Charge


6[C] Lv 1
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1700 Mid 25~59 3 25 -7 B ((2F before Active)~(End of Active) P) R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94 Long 5 20 Launch 70 + Slide Launch 89 + Slide 16 +0 +8
BBCF Hakumen 6C.png
BBCF Hakumen 6C Hitbox P1.pngBBCF Hakumen 6C Hitbox P2.png
2 Frames before active, Projectile Cut Only • Active Frames
Fatal Counter
(Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)
Maximum Slide duration 10F
  • Can cut projectiles from 2F before the active frames to the end of the active frames
  • Fatal counter on counter hit.
  • Must be barriered when in the air
  • Slide on normal and counter hit.
Full Charge


6[C] Lv 2
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
2000 Mid 60 3 25 -7 B (58~62 P) R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94 Long 5 20 Launch 70 + Slide + WBounce Launch 89 + Slide + WBounce 16 +0 +8
BBCF Hakumen 6C.png
BBCF Hakumen 6C Hitbox P1.pngBBCF Hakumen 6C Hitbox P2.png
2 Frames before active, Projectile Cut Only • Active Frames
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
  • 58-62F can cut projectiles
  • Must be barriered when in the air
  • Forces fatal counter on normal hit
  • Best opener P1/P2 and up front values by far.

While it's on paper Haku-men best punish moves. 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 DP 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.

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 and Azrael's astral.

3C
3C
BBCS Hakumen 3C.png
Can be used to cut your lawn
Template:AttackDataHeader-BBCF
3C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 Low 8 3 28 -12 F (7~14 P) R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 Launch 36 Launch 51 + Down 23 15 +4 +5
BBCF Hakumen 3C.png
Counter poke and high-reward punish tool. NOT a pressure tool
BBCF Hakumen 3C Hitbox P1.pngBBCF Hakumen 3C Hitbox P2.pngBBCF Hakumen 3C Hitbox P3.png
Frame 7 Projectile Cut Only • Frames 8-10 • Frames 11-14 Projectile Cut Only
(Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)


  • 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:

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

4C
4C
BBCS Hakumen 4C.png
Literal poke
Template:AttackDataHeader-BBCF
4C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 All 10 1 24 -4 B (8~10 P) DrR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 20 24 24 38 36 11 +0 +2
BBCF Hakumen 4C.png
Key ground neutral tool
BBCF Hakumen 4C Hitbox P1.pngBBCF Hakumen 4C Hitbox P2.pngBBCF Hakumen 4C Hitbox P3.png
Frame 8 Projectile Cut only • Frame 9 Projectile Cut only • Frame 10
(Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)


  • Fast and long-ranged neutral tool.
  • Must be barriered when in the air

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 214A or 623AA, but neither work at max range.

j.A
j.A
BBCS Hakumen jA.png
Jab your way to the ground
Template:AttackDataHeader-BBCF
j.A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
300 High/Air 7 3 9 H CSOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 1 11 12 18 16 29 9 +0 +0
BBCF Hakumen jA.png
Close air-to-air tool
BBCF Hakumen jA Hitbox.png
Cancellable into normals from frame 13


  • Late chains into j.B

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

j.2A
j.2A
BBCS Hakumen j2A.png
Nice projectile.
Template:AttackDataHeader-BBCF
j.2A
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
700 High/Air 11 12 12 H (5~24 P) SOJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 21 22 35 11 +0 +2
BBCF Hakumen j2A.png
Anti-zoner tool
BBCF Hakumen j2A Hitbox P1.pngBBCF Hakumen j2A Hitbox P2.pngBBCF Hakumen j2A Hitbox P3.pngBBCF Hakumen j2A Hitbox P4.png
Frames 5-10 Projectile Cut only • Frames 11-14 • Frames15-18 • Frames 19-22
(Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)
Immediately enters recovery on hit/block
Cancellable into j.C from 5th frame of recovery


  • Projectile guard point 5F-24F

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

j.B
j.B
BBCS Hakumen jB.png
Kick your way to the ground
Template:AttackDataHeader-BBCF
j.B
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
650 High/Air 9 3 20 H SOJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 17 21 22 35 11 +0 +2
BBCF Hakumen jB.png
Amazing jump-in
BBCF Hakumen jB Hitbox.png
Cancellable into normals from frame 15


  • Late chains into j.A and j.2A
  • Solid crossup hitbox

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

j.C
j.C
BBCS Hakumen jC.png
Try to approach, I dare you.
Template:AttackDataHeader-BBCF
j.C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000 All 12 2 32+3L H (10~19 P) SOJR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 19 30 + WStick 24 45 + WStick 15 +0 +5
BBCF Hakumen jC.png
Main air neutral tool
BBCF Hakumen jC Hitbox P1.pngBBCF Hakumen jC Hitbox P2.pngBBCF Hakumen jC Hitbox P3.png
Frames 10-11 Projectile Cut only • Frames 12-13 • Frames 14-19 Projectile Cut only
(Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)
Landing recovery applies only if move reaches active frames


  • Wall sticks on corner hits
  • Projectile guard point 10F-19F

This is pretty much the go-to tool for Hakumen's air to air game. 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.

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

j.2C
j.2C
BBCS Hakumen j2C.png
Getting beaten by Anti-airs since 2008.
Template:AttackDataHeader-BBCF
j.2C
normal
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1200 High/Air 16 4 30 H (14~19 P) SOR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 19 19 24 34 15 +0 +5
BBCF Hakumen j2C.png
Don't use j.2C when you're high in the air
BBCF Hakumen j2C Hitbox P1.pngBBCF Hakumen j2C Hitbox P2.pngBBCF Hakumen j2C Hitbox P3.png
Frames 14-15 Projectile Cut only • Frames 16-18 • Frames 19
(Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)


  • Projectile guard point 14F-19F


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


Drive Moves

5D
5D
BBCS Hakumen 5D.png
Standing counter
Template:AttackDataHeader-BBCFTemplate:AttackDataHeader-BBCF
Catch


5D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
40 6~20 Catch HBFP
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Hakumen 5D.png
BBCF Hakumen 5D Hitbox.png
Catch hitbox
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
Catch (Held)


5[D] Lv 1
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
50 6~30 Catch HBFP
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Hakumen 5D.png
BBCF Hakumen 5D Hitbox.png
Catch hitbox
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
Catch (Max Hold)


5[D] Lv 2
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
60 6~40 Catch HBFP
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Hakumen 5D.png
BBCF Hakumen 5D Hitbox.png
Catch hitbox
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
  • Can be held
  • Only counters mids, and overheads.
Attack


5D Attack
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 1000 16 10 10 -1 BT 1~End All 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100, 72 Very Short 0, 4 18 Launch 42 + Down 23 8 8, 0 +0
BBCF Hakumen 5D Attack.png
PREDICTABO
BBCF Hakumen 5D Attack Hitbox.png
Attack hitbox
Cancellable into specials/supers/CT/EA on frames 11-15
Cannot hit opponents in jump startup
  • 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 canceled into Yukikaze, it will automatically activates, won't freeze the opponent and deal 2800 damage if it hits.

2D
2D
BBCS Hakumen 2D.png
Crouching counter
Template:AttackDataHeader-BBCF
Catch


2D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
46 1~8 Catch HBFP
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Hakumen 2D.png
Best Drive
BBCF Hakumen 2D Hitbox.png
Catch hitbox
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
  • Only counters mids, and lows.
Attack


2D Attack
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 1000 16 10 15 -6 FT 1~End All 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100, 72 Very Short 0, 4 18 Launch 50 + GBounce + Down 23 13 13, 0 +0
BBCF Hakumen 2D Attack.png
BBCF Hakumen 2D Attack Hitbox.png
Attack hitbox
Cancellable into specials/supers/CT/EA on frames 11-15
Cannot hit opponents in jump startup
  • 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 wakeup reversal, although the followup 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 then it would have probably been in recovery anyway by then.

6D
6D
BBCS Hakumen 6D.png
Best counter
Template:AttackDataHeader-BBCF
Catch


6D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
43 1~9 Catch HBFP
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Hakumen 6D.png
Situational counter
BBCF Hakumen 6D Hitbox.png
Catch hitbox
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
  • Only counters mids, and overheads.
Attack


6D Attack
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 1000 16 10 10 -1 BT 1~End All 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100, 72 Very Short 0, 4 18 Launch 33 + WBounce 30 8 8, 1 +0
BBCF Hakumen 6D Attack.png
BBCF Hakumen 6D Attack Hitbox.png
Attack hitbox
Cancellable into specials/supers/CT/EA on frames 11-15
Cannot hit opponents in jump startup
  • Gain 1 magatama when activated
  • 0% heat gain multiplier

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

The followup attack can be overdrive cancelled.

j.D
j.D
BBCS Hakumen jD.png
Air counter
Template:AttackDataHeader-BBCF
Catch


j.D
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
Until L+17 1~10 Catch HBFP
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Hakumen jD.png
You shouldn't have used that anti-air
BBCF Hakumen jD Hitbox.png
Catch hitbox
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
  • Only counters mids, and overheads.
  • Stalls air momentum.
Attack


j.D Attack
drive
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 1000 14 10 6 HT 1~End All 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100, 67 Very Short 18 Launch 35 8 +0 +0
BBCF Hakumen jD Attack.png
BBCF Hakumen jD Attack Hitbox.png
Attack hitbox
Cancellable into specials on frames 11-13
Cannot hit opponents in jump startup
  • Gain 1 magatama when activated
  • 0% heat gain multiplier

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


Universal Mechanics

Forward Throw
Forward Throw
B+C
BBCS Hakumen FThrow.png
Crumple
Template:AttackDataHeader-BBCF
  • 100% minimum damage (1500)
  • Staggers on hit

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

Back Throw
Back Throw
4B+C
BBCS Hakumen BThrow.png
Sick kicks
Template:AttackDataHeader-BBCF
  • 100% minimum damage (1400)

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

Air Throw
Air Throw
j.B+C
BBCS Hakumen AThrow.png
To the ground with you!
Template:AttackDataHeader-BBCF
  • 100% minimum damage (1500)


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

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

Counter Assault
Counter Assault
6A+B (when blocking)
BBCS Hakumen 6A.png
Costly, but effective
Template:AttackDataHeader-BBCF
  • 180F meter cooldown
  • 1-20F invincibility
  • Requires 4 magatama

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

Crush Trigger
Crush Trigger
5A+B
BBCP Hakumen CT.png
Plus on block
Template:AttackDataHeader-BBCF
Uncharged
Charged
  • Can be held
  • Requires 2 magatama
  • Ignores character combo rate
  • 180F meter cooldown

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


Specials

Fuumajin
Fuumajin
BBCP Hakumen Fuumajin.png
Cut projectile, get Void
Template:AttackDataHeader-BBCF
Fuumajin
Fuumajin
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
900 all 1 92 P 1~End Guard xP 85
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
89 Long 3 16 Launch 40 Launch 54 0/+11 +11 +13
BBCP Hakumen Fuumajin.png
This is a message to all Hazama players: please stop swinging into this
BBCF Hakumen Fuumajin hitbox.png
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


  • Resets to 91 more active frames if hitbox is hit by a projectile
  • Grants 1 Magatama


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. 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.

Guren
Guren
214A
BBCS Hakumen gurren.png
Pressure reset
Template:AttackDataHeader-BBCF
214A
Gurren
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
950 All 14 3 15 +1 B SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 28 60 33 75 + WBounce 12 +0 +5
BBCF Hakumen 214A.png
Pressure reset
BBCF Hakumen 214A Hitbox.png
Heat Gauge Cooldown 30F
If cancelled into from Drive counterattack startup or 214D (startup or on block), is invulnerable frames 1~10


  • 30F meter cooldown
  • Must be barriered when in the air
  • Requires 1 magatama

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

Kishuu
Kishuu
623A
BBCS Hakumen kishuu.png
Wavedash
Template:AttackDataHeader-BBCF
623A
Kishuu
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
18 5~14 HB
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Hakumen 623A.png
Goes under some supers
BBCF Hakumen 623A Hitbox.png
Can cancel into Enma on frames 10-12
Can cancel into 236B or 41236C from frame 10 until end
Heat Gauge Cooldown 30F
If cancelled into from Drive counterattack startup or 214D (startup or on block), is fully invulnerable frames 1~10 (returns to HB invuln only frames 11~14)


  • Low profile frame 1
  • 30F meter cooldown
  • Requires 1 magatama

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

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

Enma
Enma
A (after kishuu)
BBCS Hakumen enma.png
Certainly not an EWGF
Template:AttackDataHeader-BBCF
  • 30F meter cooldown
  • Head and Body invuln 1-8

Has surprisingly high reach and links into 5C if it connects on a high enough opponent. Must be barrier blocked in the air. The new routes after Enma are 5B and 6A > 6B in the corner.

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

Renka
Renka
236B Combo filler
Template:AttackDataHeader-BBCF
236B
Renka
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1000×2 Low, Mid 9 3(12)3 21 -5 F, B SR, SJR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
82, 92 Long 4 18 Crumple, Launch 50 + Down 23, 60 Crumple, Launch 65 + Down 23, 75 15, 12 +0 +5
BBCF Hakumen 236B.png
Combo filler
BBCF Hakumen 236B 1 Hitbox.pngBBCF Hakumen 236B 2 Hitbox.png
First hit • Second hit
Second hit is jump cancellable
Heat Gauge Cooldown 60F
If cancelled into from Drive counterattack startup or 214D (startup or on block), is invulnerable frames 1~10
Crumple Duration 39F, Crumple Fall 72F
On Ch Crumple Duration 59F, Crumple Fall 96F


  • 60F meter cooldown
  • Requires 2 magatama

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

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

Zantetsu
Zantetsu
41236C
BBCS Hakumen zantetsu.png
5C > 41236C = Damage
Template:AttackDataHeader-BBCF
41236C
Zantetsu
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
2100, 800 High/Air, Low/Air 21 3(14)3 18 -2 B,F (21~23, 38~40 P) SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
94, 72 Normal 5, 4 20, 18 Launch 30 + GBounce + Down 24, 30 + Down 24 Launch 46 + GBounce + Down 24, 46 + Down 24 16, 14 +0 +8, +5
BBCF Hakumen 41236C.png
First hit will be bursted 99% of the time
BBCF Hakumen 41236C 1 Hitbox P.pngBBCF Hakumen 41236C 2 Hitbox P.png
Frames 21-23 • Frames 38-40
(Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)
Heat Gauge Cooldown 90F
If cancelled into from Drive counterattack startup or 214D (startup or on block), is invulnerable frames 1~10


  • 120% Bonus proration
  • 90F meter cooldown
  • Requires 3 magatama

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

Hotaru
Hotaru
j.214B
BBCS Hakumen hotaru.png
Aerial Houtenjin
Template:AttackDataHeader-BBCF
j.214B
Hotaru
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
1500 Mid 11 3 35 H 1~17 All DJSR 80
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Very Short 3 16 Launch 55 Launch 69 11 +0 +2
BBCF Hakumen j214B.png
NOT a reversal on wakeup and can be low-profiled
BBCF Hakumen j214B Hitbox.png
Resets air options (Jump/Airdash)
Heat Gauge Cooldown 60F


  • 60F meter cooldown
  • Must be barriered when in the air
  • Requires 2 magatama
  • Can only be used once in the air

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

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

Tsubaki
Tsubaki
j.214C
BBCS Hakumen tsubaki.png
The scariest thing
Template:AttackDataHeader-BBCF
j.214C
Tsubaki
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
2500 Guard Break 60/Barrier 15 3 22+4L H (15~17 P) SR 90
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 4 18 Launch 60 + GBounce + Down 23 Launch 78 + GBounce + Down 23 8 +0 +5
BBCF Hakumen j214C.png
Throw crush on wakeup. Not an overhead
BBCF Hakumen j214C Hitbox P.png
Fatal Counter
(Can cut projectiles on these frames, Hakumen is projectile invulnerable on the frame a projectile is cut)
Heat Gauge Cooldown 90F
If cancelled into from Drive counterattack startup, is invulnerable frames 1~10


  • 90F Heat Gauge Cooldown
  • Ignores character combo rate
  • Requires 3 magatama
  • Can only be used one time in the air
  • Projectile guard point only on blade
  • Projectile guard point 15F-17F

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

Agito
Agito
j.214A
BBCP Hakumen Agito.png
The other air ender
Template:AttackDataHeader-BBCF
j.214A
Agito
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
950 All 12 4 Total 35 -2 P1 SR 70
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
92 Long 3 16 Launch Down 28 Launch 50 + GBounce 9/+3 +3 +8
BBCF Hakumen j214A.png
Air ender and beats anti-air
BBCF Hakumen j214A Hitbox.png
Heat Gauge Cooldown 30F
If cancelled into from Drive counterattack startup, is invulnerable frames 1~10


  • 30F meter cooldown
  • Requires 1 magatama
  • Can only be used once in the air

Low-cost knockdown tool. Counts as a projectile, which can let it beat antiairs that are only head invul. On counter hit, it ground bounces and combos into j.2C or j.A/j.B depending on the height. Now moves Hakumen forward a little. Agito also gives Hakumen a safer, more ambiguous crossup than j.B but does not lead into damage on normal hit. If Hakumen still has his airdash, TK Agito and hop Agito can be used to end low-altitude combos while setting up a safejump mixup. On Okizeme, whiffing hop agito (66214A) after a good knockdown like 6A6B leaves hakumen travelling forwards very close to the ground and makes for an ambiguous high/low mixup between j.B and 2B.

Agito knockdowns after full aerial strings do not leave you at very good frame advantage and are generally weak against DPs.

Yanagi
Yanagi
214D
BBCF Hakumen Yanagi.png
Fuujin? In my Blazblue?
Template:AttackDataHeader-BBCF
214D
Yanagi
special
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
0, 2500 all 30 3 18 -7 BT 4~27 Guard HBFP 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
100, 72 Normal 2 13 Launch 60 + GBounce + Down 23 10 0, 10/+5 +0
BBCF Hakumen 214D.pngBBCF Hakumen 214D 2.png
• Counterpoke and OD combo filler
BBCF Hakumen 214D 1 Hitbox.pngBBCF Hakumen 214D 2 Hitbox.png
Traveling hitbox • Attack hitbox, can hit without counter activation
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


  • 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.

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


Distortion Drives

Kokūjin: Shippu
Kokūjin: Shippu
632146C
BBCS Hakumen shippu.png
Say 'yes' to damage
Template:AttackDataHeader-BBCF
Sword Uncharged


632146C
Shippu
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
3500 [4000] All 14+(47 Flash)+7 4 41 -26 B ((Active Frames) P) SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
60 Normal 4 18 Launch 50 Launch 65 25 +0 +5
BBCF Hakumen 632146C 1.pngBBCF Hakumen 632146C 2.png
• Will come out when you hold forward before 2B > Zantetsu
BBCF Hakumen 632146C 1 Hitbox P.png
Strike hitbox
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
Sword (Charged)


632146[C]
Shippu (Charged)
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
5000 Unblockable 14+(47 Flash)+86 4 41 B (100~103 P) SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
60 Normal 4 18 Launch 50 Launch 65 25 +0 +5
BBCF Hakumen 632146C 1.pngBBCF Hakumen 632146C 2.png
• Will come out when you hold forward before 2B > Zantetsu
BBCF Hakumen 632146C 1 Hitbox P.png
Strike hitbox
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
  • 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


632146C Wave
Shippu (Wave)
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
2500 [3000] All 14+(47 Flash)+11~90 Until Hit Total: 65~144 P3 R 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
80 Normal 4 [5] 18 [20] Launch 50 [50 + WBounce] Launch 66 [66 + WBounce] 0/+12 [0/+13] +12 [+13] +12 [+13]
BBCF Hakumen 632146C 2 Hitbox.png
Traveling projectile hitbox
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]
  • 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
BBCS Hakumen Yukikaze2.png
Template:AttackDataHeader-BBCF
Catch


236236D
Yukikaze
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
44 1~27 Catch HBFP, Burst
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Hakumen 236236D 1.png
No
BBCF Hakumen 236236D 1 Hitbox.png
Catch hitbox
Cannot guard against unblockables
Counterhit state for entire move
On Guard Point, hitstop for Hakumen 3F, opponent hitstop 47F
Parry reversal
  • 180F cooldown
  • Requires 4 magatama
  • Super flash activates only on a successful catch
  • Doesn't catch throws and unblockables
  • Freezes opponents in place if it catches a strike; yukikaze is RC-proof on strikes
  • Does not freeze if it catches projectiles
Attack


236236D Attack
Yukikaze (Attack)
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
3200
[1800, 120×18, 2100]
Unblockable 1+(36 Flash)+43 3,3,3,3 39 B 1~End All SR 100
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
30
[98×19, 45]
Normal 4 Launch 60 Launch 75 30 [60/+10, 1/+10×18, 30] 30 [60/+10, 1/×18, 30]
BBCF Hakumen 236236D 2.png
As wide as the stage. Only way to avoid is jump
BBCF Hakumen 236236D 2 Hitbox.png
Attack hitbox
Values in [] are during OD
Fatal Counter
Immediately enters recovery [begins followup hits] on hit
Minimum Damage 20%: 640 [1320]
  • Fatal Counter

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

Kokūjin Oūgi: Mugen
Kokūjin Oūgi: Mugen
214214B
BBCS Hakumen mugen.png
Magatama install!
Template:AttackDataHeader-BBCF
214214B
Mugen
super
Damage Guard Startup Active Recovery On-Block On-ODR Attribute Invuln Cancel P1
16+(90 Flash)+30
P2 Starter Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop Cancel Timing
BBCF Hakumen 214214B.png
"Mugen" literally means "infinite"
Costs 8 orbs
Allows unlimited use of specials and Distortion Drives for the duration
SMP for Specials is removed during Mugen
If cancelled into from Drive counterattack startup or 214D (startup or on block), is invulnerable frames 1~10


  • 360F duration normally
  • Requires 8 magatama, but does not consume any upon startup. Instead, his heat gauge is rapidly depleted and the effects of this move end only when the heat gauge has emptied.
  • During Mugen, all specials and distortions may be used with no cost.
  • Gauge drain stops during OD
  • Cannot use Rapid Cancel or Counter Assault while in Mugen
  • Reduces Hakumen's character combo rate to 30% (Basically halves the damage of all hits in a combo except the first)

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


Exceed Accel

Tengai
ABCD during Overdrive MISOGI
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  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.
  • Minimum Damage 10%

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


Astral Heat

Kokūjin Oūgi: Akumetsu
[2]8D
BBCS Hakumen akumetsu.png
I dare you press a button
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  • 180F cooldown
  • Requires 8 magatama
  • Doesn't catch projectiles, grabs or doll attacks

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


External References


Navigation


To edit frame data, edit values in BBCF/Hakumen/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.