(→5A: Relius/Kagura whiff clarity) |
(revmoving <nowiki/>. No longer needed to preserve space) |
||
(39 intermediate revisions by 9 users not shown) | |||
Line 1: | Line 1: | ||
{| | {{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Hakumen|discord=https://discord.gg/0wziknKTd04lv5MD|forums=http://www.dustloop.com/forums/index.php?/forums/forum/67-hakumen/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HK.html}} | ||
| | |||
| | |||
======<span style="visibility:hidden;font-size:0">Overview</span>====== | |||
{{FlexContainer}} | |||
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | |||
{{FP Box|header=Overview | |||
|content= | |||
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. | 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. | ||
{{Bio | |||
| name = Hakumen | |||
| game = BBCF | |||
| voice = | |||
| quote = | |||
| lore = | |||
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. | |||
}} | |||
{{StrengthsAndWeaknesses | |||
|intro= | |||
|pros= | |||
* 3rd highest amount of health (12 000). | |||
* Passively gains meter. | |||
* Has one of the best Overdrive in the game. | |||
* High-damage ceiling with Overdrive and meter. | |||
* Long ranged normals which act as excellent spacing tools (4C, J.C). | |||
* Has access to a 18f overhead (6B). | |||
* Can cut projectiles with his sword normals. | |||
* Wide range of combo routes available depending on resources. | |||
* Counters can stop both non-projectile and projectile oki. | |||
* Mugen transforms Hakumen into a HnK character. | |||
= | |cons= | ||
* Poor mobility. | |||
* No strike/projectile invincibility on backdash; must block in a lot of situations where backdashing would be preferred. | |||
* A lot of combo routes are distance, height or character specific. | |||
* Has very few normal gatlings and therefore limited pressure. | |||
* His main anti-air is slow and easily punishable on whiff. | |||
* Needs to take risks to win. | |||
* Counters have a lot of recovery and leave him vulnerable. | |||
* Heavily Overdrive reliant. | |||
* Can only assert dominance with 12k combos once a round because characters have small lifebars. | |||
}} | |||
}} | |||
{{FP Box|header=Drive: Zanshin | |||
|content= | |||
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. | 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. | ||
| subheader1=Overdrive: Kishin | |||
| content2= | |||
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. | 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. | ||
= | | subheader2=Cut Projectiles | ||
| content3= | |||
Any of Hakumen's attacks that use the blade of his sword can cut the opponent's projectiles, creating an orb on contact called a [[#Fuumajin|Fuumajin]]. This orb can absorb other projectiles and is a way to help Hakumen deal with zoners and slowly close distance or buy time to build more meter. | |||
! | }} | ||
{{Closediv}}<!--END TOP SECTION--> | |||
| | {{FlexSideContainer}}<!-- BEGIN FLEX SECTION --> | ||
{{FP TOC}} | |||
{{FP Box | |||
| padding=no | |||
| content={{CharaInfo | |||
| game=BBCF | |||
| fullname=Hakumen | |||
| health={{#lst:{{PAGENAME}}/Data|health}} | |||
| comborate={{#lst:{{PAGENAME}}/Data|comborate}} | |||
| | | prejump={{#lst:{{PAGENAME}}/Data|prejump}} | ||
| backdash={{#lst:{{PAGENAME}}/Data|backdash}} | |||
| movement={{#lst:{{PAGENAME}}/Data|movementoptions}} | |||
}} | |||
}} | |||
{{Closediv}}<!--END FLEX OTHER SECTION--> | |||
{{Closediv}} | |||
| | |||
|} | |||
{{#lst: | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Normal Moves== | ==Normal Moves== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">5A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_5A.png |caption=Don't crouch please. | |image=BBCS_Hakumen_5A.png |caption=Don't crouch please. | ||
Line 63: | Line 81: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Must be barriered when in the air | *Must be barriered when in the air | ||
Line 71: | Line 89: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5B</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_5B.png |caption=Do not skip leg day. | |image=BBCS_Hakumen_5B.png |caption=Do not skip leg day. | ||
Line 79: | Line 96: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Does not hit everyone crouching from far away | *Does not hit everyone crouching from far away | ||
*Must be barriered when in the air | *Must be barriered when in the air | ||
Line 93: | Line 110: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_5C.png |caption= Omae wa mou shindeiru. | |image=BBCS_Hakumen_5C.png |caption= Omae wa mou shindeiru. | ||
Line 101: | Line 117: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*13F-15F can cut projectiles | *13F-15F can cut projectiles | ||
*Must be barriered when in the air | *Must be barriered when in the air | ||
Line 115: | Line 131: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2A</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_2A.png |caption=Poke poke poke. | |image=BBCS_Hakumen_2A.png |caption=Poke poke poke. | ||
Line 123: | Line 138: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
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 | 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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2B</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_2B.png |caption=The god normal. | |image=BBCS_Hakumen_2B.png |caption=The god normal. | ||
Line 137: | Line 151: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Air tight blockstring when late chaining into 5A | *Air tight blockstring when late chaining into 5A | ||
*Good active frames make it good for checking approaches, catching rolls, and as a meaty. | *Good active frames make it good for checking approaches, catching rolls, and as a meaty. | ||
Line 146: | Line 160: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_2C.png |caption=Don't whiff. | |image=BBCS_Hakumen_2C.png |caption=Don't whiff. | ||
Line 154: | Line 167: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Head invulnerability from frames 9-15 | *Head invulnerability from frames 9-15 | ||
*10-18F can cut projectiles | *10-18F can cut projectiles | ||
Line 167: | Line 180: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6A</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_6A.png |caption=Push it to the limit. | |image=BBCS_Hakumen_6A.png |caption=Push it to the limit. | ||
Line 175: | Line 187: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Must be barriered when in the air | *Must be barriered when in the air | ||
*No head invulnerability | *No head invulnerability | ||
Situational pressure tool. In pressure, it's -1 at close range, +0 if done from a distance. While it pushes | Situational pressure tool. In pressure, it's -1 at close range, +0 if done from a distance. While it pushes Hakumen 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. | ||
}} | }} | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">6B</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_6B.png |caption=Stomp. | |image=BBCS_Hakumen_6B.png |caption=Stomp. | ||
Line 193: | Line 205: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*4-22F low invulnerable | *4-22F low invulnerable | ||
*Must be barriered when in the air | *Must be barriered when in the air | ||
Line 202: | Line 214: | ||
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. | 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 | 6B is also Hakumen's most versatile okizeme ender, which can lead to meaties or safejumps midscreen and in the corner. | ||
}} | }} | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">6C</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_6C.png |caption=if(6C.doesCH()) {opponent.burst()} | |image=BBCS_Hakumen_6C.png |caption=if(6C.doesCH()) {opponent.burst()} | ||
Line 215: | Line 227: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=No Charge}} | {{AttackVersion|name=No Charge}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|6C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Can cut projectiles from 2F before the active frames to the end of the active frames | *Can cut projectiles from 2F before the active frames to the end of the active frames | ||
Line 227: | Line 239: | ||
}} | }} | ||
{{AttackVersion|name=Partial Charge}} | {{AttackVersion|name=Partial Charge}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|6[C] Lv 1}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Can cut projectiles from 2F before the active frames to the end of the active frames | *Can cut projectiles from 2F before the active frames to the end of the active frames | ||
Line 238: | Line 250: | ||
}} | }} | ||
{{AttackVersion|name=Full Charge}} | {{AttackVersion|name=Full Charge}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|6[C] Lv 2}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*58-62F can cut projectiles | *58-62F can cut projectiles | ||
*Must be barriered when in the air | *Must be barriered when in the air | ||
Line 246: | Line 258: | ||
*Best opener P1/P2 and up front values by far. | *Best opener P1/P2 and up front values by far. | ||
While it's on paper | While it's on paper Hakumen's best move to punish with, 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. | In neutral, 6C has a pretty large horizontal hitbox, but its long recovery and slow startup makes it a poor spacing tool. | ||
Line 257: | Line 269: | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">3C</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_3C.png |caption=Can be used to cut your lawn. | |image=BBCS_Hakumen_3C.png |caption=Can be used to cut your lawn. | ||
Line 264: | Line 276: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|3C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*7-14F can cut projectiles | *7-14F can cut projectiles | ||
Line 275: | Line 287: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">4C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_4C.png |caption= | |image=BBCS_Hakumen_4C.png |caption=Neutral. | ||
|name=4C | |name=4C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|4C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Fast and long-ranged neutral tool. | *Fast and long-ranged neutral tool. | ||
*Must be barriered when in the air | *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 | 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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_jA.png |caption=Underrated normal. | |image=BBCS_Hakumen_jA.png |caption=Underrated normal. | ||
Line 301: | Line 311: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Late chains into j.B | *Late chains into j.B | ||
Line 310: | Line 320: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.2A</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_j2A.png |caption=Nice projectile. | |image=BBCS_Hakumen_j2A.png |caption=Nice projectile. | ||
Line 318: | Line 327: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Projectile guard point 5F-24F | *Projectile guard point 5F-24F | ||
Line 327: | Line 336: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_jB.png |caption=Cross-up tool. | |image=BBCS_Hakumen_jB.png |caption=Cross-up tool. | ||
Line 335: | Line 343: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Late chains into j.A and j.2A | *Late chains into j.A and j.2A | ||
*Solid crossup hitbox | *Solid crossup hitbox | ||
Line 345: | Line 353: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_jC.png |caption= | |image=BBCS_Hakumen_jC.png |caption=Neutral 2: Electric boogaloo | ||
|name=j.C | |name=j.C | ||
|data= | |data= | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Wall sticks on corner hits | *Wall sticks on corner hits | ||
*Projectile guard point 10F-19F | *Projectile guard point 10F-19F | ||
Line 364: | Line 371: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.2C</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_j2C.png |caption=Getting beaten by Anti-airs since 2008. | |image=BBCS_Hakumen_j2C.png |caption=Getting beaten by Anti-airs since 2008. | ||
Line 372: | Line 378: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Projectile guard point 14F-19F | *Projectile guard point 14F-19F | ||
<br/> | <br/> | ||
Line 384: | Line 390: | ||
==Drive Moves== | ==Drive Moves== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">5D</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_5D.png |caption=PREDICTABO. | |image=BBCS_Hakumen_5D.png |caption=PREDICTABO. | ||
Line 392: | Line 398: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch (Held)}} | {{AttackVersion|name=Catch (Held)}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5[D] Lv 1}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch (Max Hold)}} | {{AttackVersion|name=Catch (Max Hold)}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5[D] Lv 2}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
{{ColumnList|text= | {{ColumnList|text= | ||
*Can be held | *Can be held | ||
Line 410: | Line 416: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5D Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
{{ColumnList|text= | {{ColumnList|text= | ||
*Gain 1 magatama when activated | *Gain 1 magatama when activated | ||
Line 419: | Line 425: | ||
*Hard knockdown}} | *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 cancelled into Yukikaze, it will automatically | 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 activate, dealing 2800 damage if it hits, but won't freeze the opponent. | ||
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. | 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. | ||
Line 425: | Line 431: | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">2D</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_2D.png |caption=Best drive. | |image=BBCS_Hakumen_2D.png |caption=Best drive. | ||
Line 433: | Line 439: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|2D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Only counters mids, and lows. | *Only counters mids, and lows. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|2D Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
{{ColumnList|text= | {{ColumnList|text= | ||
*Gain 1 magatama when activated | *Gain 1 magatama when activated | ||
Line 450: | Line 456: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6D</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_6D.png |caption=Situational counter. | |image=BBCS_Hakumen_6D.png |caption=Situational counter. | ||
Line 459: | Line 464: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|6D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Only counters mids, and overheads. | *Only counters mids, and overheads. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|6D Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Gain 1 magatama when activated | *Gain 1 magatama when activated | ||
Line 478: | Line 483: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.D</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_jD.png |caption=You shouldn't have used that anti-air. | |image=BBCS_Hakumen_jD.png |caption=You shouldn't have used that anti-air. | ||
Line 487: | Line 491: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
{{ColumnList|text= | {{ColumnList|text= | ||
*Only counters mids, and overheads. | *Only counters mids, and overheads. | ||
Line 498: | Line 502: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.D Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*Gain 1 magatama when activated | *Gain 1 magatama when activated | ||
Line 513: | Line 517: | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Forward Throw</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_FThrow.png |caption=Stop blocking. | |image=BBCS_Hakumen_FThrow.png |caption=Stop blocking. | ||
Line 521: | Line 525: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*100% minimum damage (1500) | *100% minimum damage (1500) | ||
*Staggers on hit | *Staggers on hit | ||
Line 531: | Line 535: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Back Throw</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_BThrow.png |caption=Get back to the corner. | |image=BBCS_Hakumen_BThrow.png |caption=Get back to the corner. | ||
Line 540: | Line 543: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|4BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*100% minimum damage (1400) | *100% minimum damage (1400) | ||
Line 550: | Line 553: | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Air Throw</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_AThrow.png |caption=No longer a touch of death. | |image=BBCS_Hakumen_AThrow.png |caption=No longer a touch of death. | ||
Line 558: | Line 561: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*100% minimum damage (1500) | *100% minimum damage (1500) | ||
<br/> | <br/> | ||
Line 568: | Line 571: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_6A.png |caption=Nobody expects this. | |image=BBCS_Hakumen_6A.png |caption=Nobody expects this. | ||
Line 577: | Line 579: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6AB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*180F meter cooldown | *180F meter cooldown | ||
Line 585: | Line 587: | ||
*Requires 4 magatama}} | *Requires 4 magatama}} | ||
A fairly good counter assault with a nice hitbox, as it can't be low profiled and has decent reach. It | A fairly good counter assault with a nice hitbox, as it can't be low profiled and has decent reach. It is, however, not used very often as spending 4 magatama is most of the time not affordable or not worth it. | ||
}} | }} | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Hakumen_CT.png |caption=Overdrive combo filler. | |image=BBCP_Hakumen_CT.png |caption=Overdrive combo filler. | ||
Line 599: | Line 601: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Uncharged}} | {{AttackVersion|name=Uncharged}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5AB}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Charged}} | {{AttackVersion|name=Charged}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|5[AB]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
{{ColumnList|text= | {{ColumnList|text= | ||
*Can be held | *Can be held | ||
Line 618: | Line 620: | ||
==Specials== | ==Specials== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Fuumajin</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCP_Hakumen_Fuumajin.png |caption=This is a message to all Hazama players, please stop swinging into this. | |image=BBCP_Hakumen_Fuumajin.png |caption=This is a message to all Hazama players, please stop swinging into this. | ||
Line 625: | Line 627: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Fuumajin}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Resets to 91 more active frames if hitbox is hit by a projectile | *Resets to 91 more active frames if hitbox is hit by a projectile | ||
*Grants 1 Magatama | *Grants 1 Magatama | ||
Line 635: | Line 637: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Guren</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_gurren.png |caption=Pressure reset. | |image=BBCS_Hakumen_gurren.png |caption=Pressure reset. | ||
Line 644: | Line 645: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*30F meter cooldown | *30F meter cooldown | ||
*Must be barriered when in the air | *Must be barriered when in the air | ||
*Requires 1 magatama | *Requires 1 magatama | ||
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 | 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 Hakumen'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. | ||
}} | }} | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Kishuu</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_kishuu.png |caption=Wavedash. | |image=BBCS_Hakumen_kishuu.png |caption=Wavedash. | ||
Line 663: | Line 664: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|623A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
{{ColumnList|text= | {{ColumnList|text= | ||
*Low profile frame 1 | *Low profile frame 1 | ||
Line 674: | Line 675: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Enma</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_enma.png |caption=Best neutral tool. | |image=BBCS_Hakumen_enma.png |caption=Best neutral tool. | ||
Line 683: | Line 683: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|623AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*30F meter cooldown | *30F meter cooldown | ||
*Head and Body invuln 1-8 | *Head and Body invuln 1-8 | ||
Line 693: | Line 693: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Renka</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Hakumen_renka.png |caption=Combo filler. | |image=BBCF_Hakumen_renka.png |caption=Combo filler. | ||
Line 702: | Line 701: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*60F meter cooldown | *60F meter cooldown | ||
*Requires 2 magatama | *Requires 2 magatama | ||
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 | 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 its 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. | 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. | 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. | ||
Line 714: | Line 713: | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Zantetsu</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_zantetsu.png |caption=First hit will be bursted 99% of the time. | |image=BBCS_Hakumen_zantetsu.png |caption=First hit will be bursted 99% of the time. | ||
Line 722: | Line 721: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|41236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
{{ColumnList|text= | {{ColumnList|text= | ||
*90F meter cooldown | *90F meter cooldown | ||
Line 733: | Line 732: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Hotaru</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_hotaru.png |caption=Aerial Houtenjin. | |image=BBCS_Hakumen_hotaru.png |caption=Aerial Houtenjin. | ||
Line 742: | Line 740: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
{{ColumnList|text= | {{ColumnList|text= | ||
*60F meter cooldown | *60F meter cooldown | ||
Line 757: | Line 755: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Tsubaki</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_tsubaki.png |caption=No longer an overhead. | |image=BBCS_Hakumen_tsubaki.png |caption=No longer an overhead. | ||
Line 766: | Line 763: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
{{ColumnList|text= | {{ColumnList|text= | ||
*90F Heat Gauge Cooldown | *90F Heat Gauge Cooldown | ||
Line 784: | Line 781: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Agito</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCP_Hakumen_Agito.png |caption=Air ender and ends anti-air. | |image=BBCP_Hakumen_Agito.png |caption=Air ender and ends anti-air. | ||
Line 793: | Line 789: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
{{ColumnList|text= | {{ColumnList|text= | ||
*30F meter cooldown | *30F meter cooldown | ||
Line 810: | Line 806: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Yanagi</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCF_Hakumen_Yanagi.png |caption= | |image=BBCF_Hakumen_Yanagi.png |caption=Slam to the ground all the players who switched to another game. | ||
|input=214D | |input=214D | ||
|name=Yanagi | |name=Yanagi | ||
Line 819: | Line 814: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|214D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Guards attacks 4-27F | *Guards attacks 4-27F | ||
*30F meter cooldown | *30F meter cooldown | ||
Line 837: | Line 832: | ||
==Distortion Drives== | ==Distortion Drives== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Kokūjin: Shippu</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_shippu.png |caption= | |image=BBCS_Hakumen_shippu.png |caption=Will sometimes come out when you try to do 2B > Zantetsu. | ||
|name=Kokūjin: Shippu | |name=Kokūjin: Shippu | ||
|input=632146C | |input=632146C | ||
Line 846: | Line 841: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Sword Uncharged}} | {{AttackVersion|name=Sword Uncharged}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|632146C}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Sword (Charged)}} | {{AttackVersion|name=Sword (Charged)}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|632146[C]}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
{{ColumnList|text= | {{ColumnList|text= | ||
*Invincible to physical attacks until super flash | *Invincible to physical attacks until super flash | ||
Line 864: | Line 859: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Wave}} | {{AttackVersion|name=Wave}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|632146C Wave}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*20% minimum damage (Normal: 500 OD: 600) | *20% minimum damage (Normal: 500 OD: 600) | ||
*Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD | *Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD | ||
Line 877: | Line 872: | ||
}} | }} | ||
====== < | ====== <span style="visibility:hidden;font-size:0"> Kokūjin: Yukikaze</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_yukikaze.png |caption=No. | |image=BBCS_Hakumen_yukikaze.png |caption=No. | ||
Line 887: | Line 882: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236236D}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
{{ColumnList|text= | {{ColumnList|text= | ||
*180F cooldown | *180F cooldown | ||
Line 901: | Line 896: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236236D Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|9|text= | ||
*Fatal Counter | *Fatal Counter | ||
Line 911: | Line 906: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0"> Kokūjin Oūgi: Mugen</span> ====== | |||
====== < | |||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_mugen.png |caption= | |image=BBCS_Hakumen_mugen.png |caption="Mugen" means "Infinite" | ||
|input=214214B | |input=214214B | ||
|name= Kokūjin Oūgi: Mugen | |name= Kokūjin Oūgi: Mugen | ||
Line 920: | Line 914: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|214214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*360F duration normally | *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. | *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. | *During Mugen, all specials and distortions may be used with no cost. | ||
*Gauge drain stops during | *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 | *Cannot use Rapid Cancel or Counter Assault while in Mugen | ||
Line 946: | Line 941: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|ABCD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
*Does not cost Heat, but inmediately ends Overdrive if used. | *Does not cost Heat, but inmediately ends Overdrive if used. | ||
*Becomes stronger and flashier with Active Flow. | *Becomes stronger and flashier with Active Flow. | ||
Line 966: | Line 961: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Astral}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
{{ColumnList |text= | {{ColumnList |text= | ||
*180F cooldown | *180F cooldown | ||
Line 990: | Line 985: | ||
==Navigation== | ==Navigation== | ||
{{# | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-BBCF}} | {{Navbar-BBCF}} | ||
Revision as of 19:38, 7 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Discord | Forums | Videos |
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.
Lore: | 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. |
Normal Moves
5A | Template:AttackDataHeader-BBCF |
---|
5B | Template:AttackDataHeader-BBCF |
---|
5C | Template:AttackDataHeader-BBCF |
---|
2A | Template:AttackDataHeader-BBCF |
---|
2B | Template:AttackDataHeader-BBCF |
---|
2C | Template:AttackDataHeader-BBCF |
---|
6A | Template:AttackDataHeader-BBCF |
---|
6B | Template:AttackDataHeader-BBCF |
---|
6C | Template:AttackDataHeader-BBCF |
---|
3C | Template:AttackDataHeader-BBCF |
---|
4C | Template:AttackDataHeader-BBCF |
---|
j.A | Template:AttackDataHeader-BBCF |
---|
j.2A | Template:AttackDataHeader-BBCF |
---|
j.B | Template:AttackDataHeader-BBCF |
---|
j.C | Template:AttackDataHeader-BBCF |
---|
j.2C | Template:AttackDataHeader-BBCF |
---|
Drive Moves
5D | Template:AttackDataHeader-BBCFTemplate:AttackDataHeader-BBCF |
---|
2D | Template:AttackDataHeader-BBCF |
---|
6D | Template:AttackDataHeader-BBCF |
---|
j.D | Template:AttackDataHeader-BBCF |
---|
Universal Mechanics
Forward Throw B+C |
Template:AttackDataHeader-BBCF |
---|
Back Throw 4B+C |
Template:AttackDataHeader-BBCF |
---|
Air Throw j.B+C |
Template:AttackDataHeader-BBCF |
---|
Counter Assault 6A+B (when blocking) |
Template:AttackDataHeader-BBCF |
---|
Crush Trigger 5A+B |
Template:AttackDataHeader-BBCF |
---|
Specials
Fuumajin | Template:AttackDataHeader-BBCF |
---|
Guren 214A |
Template:AttackDataHeader-BBCF |
---|
Kishuu 623A |
Template:AttackDataHeader-BBCF |
---|
Enma A (after kishuu) |
Template:AttackDataHeader-BBCF |
---|
Renka 236B |
Template:AttackDataHeader-BBCF |
---|
Zantetsu 41236C |
Template:AttackDataHeader-BBCF |
---|
Hotaru j.214B |
Template:AttackDataHeader-BBCF |
---|
Tsubaki j.214C |
Template:AttackDataHeader-BBCF |
---|
Agito j.214A |
Template:AttackDataHeader-BBCF |
---|
Yanagi 214D |
Template:AttackDataHeader-BBCF |
---|
Distortion Drives
Kokūjin: Shippu 632146C |
Template:AttackDataHeader-BBCF |
---|
Kokūjin: Yukikaze 236236D |
Template:AttackDataHeader-BBCF |
---|
Kokūjin Oūgi: Mugen 214214B |
Template:AttackDataHeader-BBCF |
---|
Exceed Accel
Tengai ABCD during Overdrive |
Template:AttackDataHeader-BBCF |
---|
Astral Heat
Kokūjin Oūgi: Akumetsu [2]8D |
Template:AttackDataHeader-BBCF |
---|
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
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •