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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
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'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.
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 if you OD through the descent.
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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Specials
Fuumajin
Fuumajin
This is a message to all Hazama players, please stop swinging into this.
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. It doesn't disappear when Hakumen gets hit.
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.
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.
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)
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).
As it's -4, it's punishable on IB by most 5A/2A. It can be canceled into 214A to make it safe.
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.
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.
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.
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.
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.
... > 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.
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.
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
Will sometimes come out when you try to do 2B > Zantetsu.
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. 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 > ...
Freezes opponents in place if it catches a strike; yukikaze is RC-proof on strikes
Does not freeze if it catches projectiles
Attack
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.
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.
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.
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.
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.
Astral Heat
Kokūjin Oūgi: Akumetsu [2]8D
Great animation but everything else is awful, just like RWBY.
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.
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.
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.