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{{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}} | {{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= | ||
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* Heavily Overdrive reliant. | * Heavily Overdrive reliant. | ||
* Can only assert dominance with 12k combos once a round because characters have small lifebars. | * 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}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5A}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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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}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{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}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{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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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6B</span> ====== | ====== <span style="visibility:hidden;font-size:0">6B</span> ====== | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|6B}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">6C</span> ====== | ====== <span style="visibility:hidden;font-size:0">6C</span> ====== | ||
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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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{{!}}- | {{!}}- | ||
{{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= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Guren</span> ====== | ====== <span style="visibility:hidden;font-size:0">Guren</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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*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 | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|623A}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Enma</span> ====== | ====== <span style="visibility:hidden;font-size:0">Enma</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
{{!}}- | {{!}}- | ||
{{#lst: | {{#lst:{{PAGENAME}}/Data|623AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
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}} | }} | ||
}} | }} | ||
====== <span style="visibility:hidden;font-size:0">Renka</span> ====== | ====== <span style="visibility:hidden;font-size:0">Renka</span> ====== | ||
{{MoveData | {{MoveData | ||
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{{AttackDataHeader-BBCF}} | {{AttackDataHeader-BBCF}} | ||
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====== <span style="visibility:hidden;font-size:0">Zantetsu</span> ====== | ====== <span style="visibility:hidden;font-size:0">Zantetsu</span> ====== | ||
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====== <span style="visibility:hidden;font-size:0">Hotaru</span> ====== | ====== <span style="visibility:hidden;font-size:0">Hotaru</span> ====== | ||
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====== <span style="visibility:hidden;font-size:0">Tsubaki</span> ====== | ====== <span style="visibility:hidden;font-size:0">Tsubaki</span> ====== | ||
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====== <span style="visibility:hidden;font-size:0">Agito</span> ====== | ====== <span style="visibility:hidden;font-size:0">Agito</span> ====== | ||
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====== <span style="visibility:hidden;font-size:0">Yanagi</span> ====== | ====== <span style="visibility:hidden;font-size:0">Yanagi</span> ====== | ||
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{{AttackVersion|name=Sword Uncharged}} | {{AttackVersion|name=Sword Uncharged}} | ||
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{{AttackVersion|name=Sword (Charged)}} | {{AttackVersion|name=Sword (Charged)}} | ||
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{{AttackVersion|name=Wave}} | {{AttackVersion|name=Wave}} | ||
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====== <span style="visibility:hidden;font-size:0"> Kokūjin: Yukikaze</span> ====== | ====== <span style="visibility:hidden;font-size:0"> Kokūjin: Yukikaze</span> ====== | ||
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====== <span style="visibility:hidden;font-size:0"> Kokūjin Oūgi: Mugen</span> ====== | ====== <span style="visibility:hidden;font-size:0"> Kokūjin Oūgi: Mugen</span> ====== | ||
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==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 |
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Back Throw 4B+C |
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Air Throw j.B+C |
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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 |
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Kishuu 623A |
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Enma A (after kishuu) |
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Renka 236B |
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Zantetsu 41236C |
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Hotaru j.214B |
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Tsubaki j.214C |
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Agito j.214A |
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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 |
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Kokūjin Oūgi: Mugen 214214B |
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Exceed Accel
Tengai ABCD during Overdrive |
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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 •