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*Projectile guard point 15F-17F}} | *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 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. | ||
This can be used on wake-up to heavily | 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. | It's also another amazing overdrive combo filler thanks to its high damage. | ||
Revision as of 20:11, 3 December 2019
Hakumen |
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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.
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
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Normal Moves
5A
5A |
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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. 2A > 5A also works on Relius and Kagura crouching. Thanks to its low start-up and recovery, it acts as a fairly useful anti-air at close range. |
5B
5B |
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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 |
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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 |
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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 cancelled into itself, 2B, 6A or any special. It combos into 3C, 2B, 6A and 236B. |
2B
2B |
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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. |
2C
2C |
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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. 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 |
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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 |
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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. 6B is also Haku-men's most versatile okizeme ender, which can lead to meaties or safejumps midscreen and in the corner. |
6C
6C | Template:AttackDataHeader-BBCF |
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3C
3C |
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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 |
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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 |
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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. |
j.2A
j.2A |
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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. |
j.B
j.B |
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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. |
j.C
j.C |
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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 |
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Drive Moves
5D
5D | Template:AttackDataHeader-BBCFTemplate:AttackDataHeader-BBCF |
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2D
2D | Template:AttackDataHeader-BBCF |
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6D
6D | Template:AttackDataHeader-BBCF |
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j.D
j.D | Template:AttackDataHeader-BBCF |
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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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Pressure and combo tool. Combos into 2A, 41236C or even 2C if the opponent is crouched. Being +1 on block, this is an amazing to reset pressure with by using 2A afterward. This is, however, fairly easy to IB as Haku-men's pressure is limited. If the opponent respect it too much, you can 214A > 6B; if he doesn't respect it all, you can 214A > 2D. Do not overuse it in pressure as it drains meter pretty quickly. |
Kishuu
Kishuu 623A |
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Has 10 frames of Head and Body invulnerability, but does not go through projectiles. In combo, 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) |
Enma
Enma A (after kishuu) |
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Renka
Renka 236B |
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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 it's usefulness in pressure and may whiff in combos if the opponent is too far. Furthermore, it is possible to OD raid after the first hit to make the second one whiff and punish it. 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. |
Zantetsu
Zantetsu 41236C |
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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. 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. |
Hotaru
Hotaru j.214B |
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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 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. |
Tsubaki
Tsubaki j.214C |
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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. 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. |
Agito
Agito j.214A |
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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. As far as okizeme is concerned, J.214A is a fairly good ender.
For more details: check the okizeme doc: link |
Yanagi
Yanagi 214D |
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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. 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. Can be used to escape the corner if you think your opponent will jump, but be careful as it loses to meaties. 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. |
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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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. 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. |
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
- Hakumen's discord.
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- 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
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