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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Hakumen|forums=http://www.dustloop.com/forums/index.php?/forums/forum/67-hakumen/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HK.html}} | {{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 | {{StrengthsAndWeaknesses | ||
|intro= | |intro= | ||
|pros= | |pros= | ||
* | * 3rd highest amount of health (12 000). | ||
* Passively gains meter | * Passively gains meter. | ||
* Long ranged normals | * 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). | ||
* Counters can stop both non-projectile and projectile oki | * 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= | |cons= | ||
* Poor mobility | * Poor mobility. | ||
* No strike/projectile invincibility on backdash; must block in a lot of situations where backdashing would be preferred. | * 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. | ||
* Needs to take risks | |||
* Counters have a lot of recovery and leave him vulnerable. | * 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. | |||
| 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. | |||
| 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}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5C</span> ====== | ====== <span style="visibility:hidden;font-size:0">5C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
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{{#lst: | {{#lst:{{PAGENAME}}/Data|5C}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2A</span> ====== | ====== <span style="visibility:hidden;font-size:0">2A</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
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{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2B</span> ====== | ====== <span style="visibility:hidden;font-size:0">2B</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2C</span> ====== | ====== <span style="visibility:hidden;font-size:0">2C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6A</span> ====== | ====== <span style="visibility:hidden;font-size:0">6A</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6A}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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*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> ====== | ====== <span style="visibility:hidden;font-size:0">6B</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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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. | 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> ====== | ====== <span style="visibility:hidden;font-size:0">6C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=No Charge}} | {{AttackVersion|name=No Charge}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6C}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
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}} | }} | ||
{{AttackVersion|name=Partial Charge}} | {{AttackVersion|name=Partial Charge}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6[C] Lv 1}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
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}} | }} | ||
{{AttackVersion|name=Full Charge}} | {{AttackVersion|name=Full Charge}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6[C] Lv 2}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
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*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. | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">3C</span> ====== | ====== <span style="visibility:hidden;font-size:0">3C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|3C}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">4C</span> ====== | ====== <span style="visibility:hidden;font-size:0">4C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|4C}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.A}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.2A</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.2A</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.2A}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.2C</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.2C</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.2C}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch (Held)}} | {{AttackVersion|name=Catch (Held)}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5[D] Lv 1}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch (Max Hold)}} | {{AttackVersion|name=Catch (Max Hold)}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5[D] Lv 2}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5D Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
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*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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">2D</span> ====== | ====== <span style="visibility:hidden;font-size:0">2D</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2D}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2D Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6D</span> ====== | ====== <span style="visibility:hidden;font-size:0">6D</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6D}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6D Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">j.D</span> ====== | ====== <span style="visibility:hidden;font-size:0">j.D</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.D}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.D Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Back Throw</span> ====== | ====== <span style="visibility:hidden;font-size:0">Back Throw</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|4BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ====== | ====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6AB}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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*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> ====== | ====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Uncharged}} | {{AttackVersion|name=Uncharged}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5AB}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Charged}} | {{AttackVersion|name=Charged}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5[AB]}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Fuumajin}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 636: | Line 637: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Guren</span> ====== | ====== <span style="visibility:hidden;font-size:0">Guren</span> ====== | ||
{{MoveData | {{MoveData | ||
Line 645: | Line 645: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 652: | Line 652: | ||
*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> ====== | ====== <span style="visibility:hidden;font-size:0">Kishuu</span> ====== | ||
{{MoveData | {{MoveData | ||
Line 664: | Line 664: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|623A}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 675: | Line 675: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Enma</span> ====== | ====== <span style="visibility:hidden;font-size:0">Enma</span> ====== | ||
{{MoveData | {{MoveData | ||
Line 684: | Line 683: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|623AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 694: | Line 693: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Renka</span> ====== | ====== <span style="visibility:hidden;font-size:0">Renka</span> ====== | ||
{{MoveData | {{MoveData | ||
Line 703: | Line 701: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 709: | Line 707: | ||
*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. | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Zantetsu</span> ====== | ====== <span style="visibility:hidden;font-size:0">Zantetsu</span> ====== | ||
{{MoveData | {{MoveData | ||
Line 723: | Line 721: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|41236C}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 734: | Line 732: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Hotaru</span> ====== | ====== <span style="visibility:hidden;font-size:0">Hotaru</span> ====== | ||
{{MoveData | {{MoveData | ||
Line 743: | Line 740: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 758: | Line 755: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Tsubaki</span> ====== | ====== <span style="visibility:hidden;font-size:0">Tsubaki</span> ====== | ||
{{MoveData | {{MoveData | ||
Line 767: | Line 763: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 785: | Line 781: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Agito</span> ====== | ====== <span style="visibility:hidden;font-size:0">Agito</span> ====== | ||
{{MoveData | {{MoveData | ||
Line 794: | Line 789: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|j.214A}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 811: | Line 806: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Yanagi</span> ====== | ====== <span style="visibility:hidden;font-size:0">Yanagi</span> ====== | ||
{{MoveData | {{MoveData | ||
Line 820: | Line 814: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214D}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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====== <span style="visibility:hidden;font-size:0">Kokūjin: Shippu</span> ====== | ====== <span style="visibility:hidden;font-size:0">Kokūjin: Shippu</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Hakumen_shippu.png |caption=Will | |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 | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Sword Uncharged}} | {{AttackVersion|name=Sword Uncharged}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|632146C}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Sword (Charged)}} | {{AttackVersion|name=Sword (Charged)}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|632146[C]}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
Line 865: | Line 859: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Wave}} | {{AttackVersion|name=Wave}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|632146C Wave}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
Line 877: | Line 871: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0"> Kokūjin: Yukikaze</span> ====== | ====== <span style="visibility:hidden;font-size:0"> Kokūjin: Yukikaze</span> ====== | ||
{{MoveData | {{MoveData | ||
Line 888: | Line 882: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236236D}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
Line 902: | Line 896: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|236236D Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
Line 912: | Line 906: | ||
}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0"> Kokūjin Oūgi: Mugen</span> ====== | ====== <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 921: | Line 914: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 927: | Line 920: | ||
*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 947: | Line 941: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|ABCD}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 967: | Line 961: | ||
{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|Astral}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Line 991: | Line 985: | ||
==Navigation== | ==Navigation== | ||
{{#lst: | {{#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 |
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5B | Template:AttackDataHeader-BBCF |
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5C | Template:AttackDataHeader-BBCF |
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2A | Template:AttackDataHeader-BBCF |
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2B | Template:AttackDataHeader-BBCF |
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2C | Template:AttackDataHeader-BBCF |
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6A | Template:AttackDataHeader-BBCF |
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6B | Template:AttackDataHeader-BBCF |
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6C | Template:AttackDataHeader-BBCF |
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3C | Template:AttackDataHeader-BBCF |
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4C | Template:AttackDataHeader-BBCF |
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j.A | Template:AttackDataHeader-BBCF |
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j.2A | Template:AttackDataHeader-BBCF |
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j.B | Template:AttackDataHeader-BBCF |
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j.C | Template:AttackDataHeader-BBCF |
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j.2C | Template:AttackDataHeader-BBCF |
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Drive Moves
5D | Template:AttackDataHeader-BBCFTemplate:AttackDataHeader-BBCF |
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2D | Template:AttackDataHeader-BBCF |
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6D | Template:AttackDataHeader-BBCF |
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j.D | Template:AttackDataHeader-BBCF |
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Universal Mechanics
Forward Throw B+C |
Template:AttackDataHeader-BBCF |
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Back Throw 4B+C |
Template:AttackDataHeader-BBCF |
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Air Throw j.B+C |
Template:AttackDataHeader-BBCF |
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Counter Assault 6A+B (when blocking) |
Template:AttackDataHeader-BBCF |
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Crush Trigger 5A+B |
Template:AttackDataHeader-BBCF |
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Specials
Fuumajin | Template:AttackDataHeader-BBCF |
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Guren 214A |
Template:AttackDataHeader-BBCF |
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Kishuu 623A |
Template:AttackDataHeader-BBCF |
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Enma A (after kishuu) |
Template:AttackDataHeader-BBCF |
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Renka 236B |
Template:AttackDataHeader-BBCF |
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Zantetsu 41236C |
Template:AttackDataHeader-BBCF |
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Hotaru j.214B |
Template:AttackDataHeader-BBCF |
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Tsubaki j.214C |
Template:AttackDataHeader-BBCF |
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Agito j.214A |
Template:AttackDataHeader-BBCF |
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Yanagi 214D |
Template:AttackDataHeader-BBCF |
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Distortion Drives
Kokūjin: Shippu 632146C |
Template:AttackDataHeader-BBCF |
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Kokūjin: Yukikaze 236236D |
Template:AttackDataHeader-BBCF |
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Kokūjin Oūgi: Mugen 214214B |
Template:AttackDataHeader-BBCF |
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Exceed Accel
Tengai ABCD during Overdrive |
Template:AttackDataHeader-BBCF |
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Astral Heat
Kokūjin Oūgi: Akumetsu [2]8D |
Template:AttackDataHeader-BBCF |
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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
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •