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| {{CharNav |charMainPage=BBCF/Hakumen | | {{MFlag|cleanup}} <!-- Tabs should be used to shorten overal length of the page and have less scrolling, character specifics to be moved to "works on" section of combo tables --> |
| |image=BBCF_Hakumen_Icon.png
| | <center>{{Character Label|BBCF|Hakumen|size=42px}}</center> |
| |videos=http://www.dustloop.com/forums/index.php?/forums/forum/67-hakumen/
| | {{BBCF/CharacterLinks}} |
| |forums=http://horibuna.web.fc2.com/BBCF/BBCF_HK.html
| |
| }} | |
| <div style="float:left; margin-right:25px;"> | | <div style="float:left; margin-right:25px;"> |
| {{TOC limit|3}} | | {{TOC limit|3}} |
| </div> | | </div> |
| | {{Combo Notation|game=BBCF|additional=}} |
| | <br style="clear:both;"/> |
| | ==Documents== |
| | This combo section was taken from the following documents by Beret. |
| | *[https://cryptpad.fr/pad/#/2/pad/view/ZM-9H+2PpQvyMv33N9d6CVpDCf+2x0cVWp71hv8y7CI/ BBCF2 Combo guide] |
| | *[https://cryptpad.fr/sheet/#/2/sheet/view/wNuT61YpupJzcznLLuiO9pDYz9ySyPgP33XysP7uLsE/ Character Specific Routing Document] |
| | |
| | ==Beginner combos== |
| | |
| | The following combos are very basic and very practical combos with Hakumen. If you are new to Blazblue or or simply wants to experiment with Hakumen, it is recommended that you start by learning those combos first. |
| | |
| | Hakumen has a very extensive combo game that may be overwhelming to new players. For more practical routes and variations, [[BBCF/Hakumen/Combos#Bread_and_butter|check the bread and butter section.]] |
| | |
| | <tabber> Basic 0 magatama confirm = |
| | {{TheoryBox |
| | | Title = Basic 0 magatama confirm |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_2B_2A_3C.mp4 |
| | | Recipe = {{clr|B|2B }} > {{clr|A|2A }} > {{clr|C|3C }} |
| | | content = |
| | The most basic meterless combo. This is commonly used to save meter while scoring a knockdown. Beware that the knockdown from {{clr|C|3C }} is very poor. |
| | |
| | Contrary to most characters, Hakumen has late gatlings. That implies that both {{clr|A|2A }} and {{clr|C|3C }} have to be delayed a bit. |
| | |
| | {{clear}} |
| | }} |
| | |-| |
| | Basic 4C CH combo = |
| | {{TheoryBox |
| | | Title = Basic {{clr|C|4C }} CH combo |
| | | Oneliner = Visual guide |
| | | Difficulty = Easu |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_4C_CH_214A_3C.mp4 |
| | | Recipe = {{clr|C|4C }} CH > {{clr|A|214A }} > {{clr|C|3C }} |
| | | content = |
| | {{clr|C|4C }} is one of Hakumen's best neutral tool. It has a very long range and only 10 frames of start-up. It only leads to combos on CH. |
| | |
| | Alternative routes include, {{clr|C|4C }} CH > {{clr|A|623AA }} and {{clr|C|4C }} CH > {{clr|A|214A }} > {{clr|B|236B }}. Check the other tabs for sample {{clr|A|623AA }} and {{clr|B|236B }} combos. |
| | |
| | Unfortunately, {{clr|C|4C }} CH doesn't combo into {{clr|A|214A }} or {{clr|A|623AA }} at max range. |
|
| |
|
| {| class="wikitable" | | {{clear}} |
| | }} |
| | |-| |
| | 1 magatama: 623AA = |
| | {{TheoryBox |
| | | Title = 1 magatama: {{clr|A|623AA}} |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_623AA.mp4 |
| | | Recipe = {{clr|A|2A }} > {{clr|B|2B }} > {{clr|A|623AA }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | |
| | {{clr|A|623AA}} > {{clr|B|5B}} > Air combo is a staple route as it leads to decent damage at the cost of only one magatama. |
| | {{clr|A|623AA}} > {{clr|B|5B}} is a link; {{clr|A|623AA}} has a bit of recovery thus the {{clr|B|5B}} has to be delayed quite a bit. |
| | |
| | {{clear}} |
| | }} |
| | |-| |
| | 2 magatamas: 236B = |
| | {{TheoryBox |
| | | Title = {{clr|B|236B}} > IAD {{clr|C|j.2C }} |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_236B.mp4 |
| | | Recipe = {{clr|A|2A }} > {{clr|B|2B }} > {{clr|B|236B }} > IAD {{clr|C|j.2C }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | {{clr|B|236B}} > IAD {{clr|C|j.2C }} is one of the main {{clr|B|236B}} route available. It deals higher damage than the 1 magatama {{clr|A|623AA}} routes. The {{clr|C|j.2C }} has to be delayed quite a bit for the {{clr|A|5A }} to connect. If done too high, there won't be enough time to connect into {{clr|A|5A }}; If done too low, {{clr|C|j.2C }} will whiff. |
| | |
| | For more {{clr|B|236B}} routes, [[BBCF/Hakumen/Combos#Bread_and_butter|check the bread and butter section.]] |
| | |
| | {{clear}} |
| | }} |
| | |-| |
| | Basic Throw combo = |
| | {{TheoryBox |
| | | Title = Basic Throw combo |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Throw_2C.mp4 |
| | | Recipe = Forward Throw > {{clr|C|2C }} > 9hjc >{{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | Basic Throw combo. 9hjc (Done by pressing 259) may be a bit difficult to new players but it is an important combo filler. |
| | |
| | An easier Throw combo would be Forward Throw > {{clr|A|6A }} > {{clr|B|6B }}. It ends with a knockdown but deals less damage. |
| | |
| | {{clear}} |
| | }} |
| | |-| |
| | Basic 5D/2D combo = |
| | {{TheoryBox |
| | | Title = Basic {{clr|D|5D }}/{{clr|D|2D }} combo |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_2D.mp4 |
| | | Recipe = {{clr|D|2D }} > {{clr|A|623AA }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | Basic {{clr|D|2D }} combo. This also works with {{clr|D|5D }} as a starter. |
| | |
| | |
| | {{clear}} |
| | }} |
| | |-| |
| | Basic j.214A CH combo = |
| | {{TheoryBox |
| | | Title = Basic {{clr|A|j.214A }} CH combo |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_j214A_CH.mp4 |
| | | Recipe = {{clr|A|j.214A }}CH > Falling {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | {{clr|A|j.214A }} is a key part of Hakumen's air neutral game as it has an excellent vertical hitbox. It also has projectile properties and can beat dedicated anti-airs. This route is arguably the most practical and useful {{clr|A|j.214A }} CH route. |
| | |
| | Falling {{clr|A|j.2A }} can be replaced with Falling {{clr|B|j.B }} for a bit more stability at the cost of damage. |
| | |
| | Airthrow > {{clr|A|j.2A }} > {{clr|C|5C }} is also the most practical Airthrow combo. |
| | |
| | {{clear}} |
| | }} |
| | </tabber> |
| | |
| | ==Air combo enders== |
| | |
| | In CF2, the main air combo enders are: |
| | |
| | ==={{clr|C|j.C}} enders=== |
| | |
| | {{clr|C|j.C}} is meterless combo ender that sends the opponent flying and make it go back to neutral. |
| | |
| | * … hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C}} - Basic aircombo ender midscreen |
| | * … jc > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} - Basic {{clr|C|j.C}} ender. Used to be the go-to air combo ender in the previous versions. It is still done in the rare few instances where the first route isn’t doable due to combo length or height. |
| | * … hjc > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} - More damage but character and route specific. |
| | * … hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|A|j.2A}}{{clr|C|C}} - Most damaging {{clr|C|j.C}} ender combo ender. Character and route specific. |
| | |
| | ==={{clr|A|j.214A}} enders=== |
| | |
| | {{clr|A|j.214A}} provides knockdown at the cost of 1 magatama. |
| | |
| | * … jc > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|B|j.B}}{{clr|A|2A}} > {{clr|A|j.214A}} - Basic {{clr|A|j.214A}} ender. |
| | * … hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|A|j.A}}{{clr|A|A}} > {{clr|A|j.214A}} - Alternative {{clr|A|j.214A}} ender, deals a bit more damage than the route above. Character and route specific. |
| | * … hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A}} - Universal near corner and corner ender, optimal in terms of damage and provides knockdown. |
| | |
| | '''Disclaimer:''' For the sake of simplicity, the routes in the rest of the document will mostly use the first air combo ender. |
| | |
| | This isn't an exhaustive list. Please see the end of the document for more advanced enders and on who they work. Also see the end of the document on whether combos should be ended with {{clr|C|j.C}} and {{clr|A|j.214A}}. |
| | |
| | ==={{clr|A|j.214A}} or {{clr|C|j.C}} ?=== |
| | |
| | They are no definitive answer. Understanding the pros and cons of {{clr|A|j.214A}} or {{clr|C|j.C}} is critical to understand how and when to use them. |
| | |
| | Haku-men often recovers a bit more than one magatama per combo, enabling {{clr|A|j.214A}} most of the time. Intuitively, knocking down the opponent seems more rewarding than having the opponent fullscreen, which would make {{clr|A|j.214A}} the better option. |
| | |
| | However, while {{clr|A|j.214A}}'s cost doesn't look like much, it restricts the pressure/mix-ups afterward when low on magatamas. Moreover, the okizeme options after {{clr|A|j.214A}} are very limited and won't work against more experienced players. |
| | On top of it, the opponent may use OD or a reversal followed by RC to reverse the momentum. Which can change the flow of the game. |
| | |
| | On the other hand, {{clr|C|j.C}} brings the game back to neutral. A place where Haku-men shines thanks to his strong pokes and passive meter gain. |
| | Nevertheless, {{clr|C|j.C}} isn't ideal either. Haku-men struggles against zoners (Nu, Nine...) and mobile characters (Valkenhayn, Taokaka...). Going back to neutral against them can be unwise, since it will require catching them a second time. In that case, going for {{clr|A|j.214A}} is a better option. |
| | |
| | That's, at the very least, the theory. In practice, it also depends on the opponents and their strengths and weaknesses. For instance, against a DP-happy player, it is possible to heavily punish them after {{clr|A|j.214A}} with the correct read. |
| | |
| | To sum it up, {{clr|A|j.214A}} is the better choice in situations where offense and rushdown strategies are preferred. {{clr|C|j.C}} is better when going back to neutral is more appropriate. |
| | |
| | ==Bread and butter== |
| | |
| | The bread and butter section gathers the most practical Haku-men combos. It also includes explanations about the routes and why they are recommended. If you are new to Blazblue or to Haku-men, it is heavily recommended that you practice them first. |
| | |
| | Hakumen has a wide range of combos available, his specials are excellent combo filler but require managing his magatamas carefully. {{clr|A|214A}} is a 1 magatama basic combo filler that leads to simple knockdowns and very damage efficient air combos on crouching opponents. {{clr|A|623AA}} is a 1 magatama special that leads to stable air combo at all range. {{clr|B|236B}} is 2 magatama special that leads to a variety of high damage combos but has limited range. |
| | |
| | The main challenge with Hakumen's combo are meter management and choosing the right routes and enders depending on the context. If you are new to the game, don't worry about it and focus on learning a few routes until you are consistent with them. It is also often recommended to end combos with at least 1 magatama or more if it doesn't kill. This is to ensure Hakumen has enough resource to play neutral or apply pressure afterward. |
| | |
| | Some players follow certain rules for optimal meter managaments: |
| | * Only use X magatamas if the route will do X000 damage (I.e Spending 2 magatams should yield at least 2000 damage). |
| | * Only spend X+1 magatamas for a route if that route more than 500 damage than an optimal X magatamas route. |
| | * Always end a combo with at least 1 magatama. |
| | Those are only guidelines and there are of course exceptions to them. However, those are worth keeping in mind while experimenting or in matches. |
| | |
| | <tabber> Basic combos = |
| | The combos below are mandatory to learn since they are the most practical way to score a conversion or knockdown while spending little to no magatama. Those routes are very commonly used when trying to preserve resources. |
| | |
| | {{TheoryBox |
| | | Title = {{clr|B|2B }} > {{clr|A|214A }} > {{clr|A|2A }} > {{clr|A|6A }} > {{clr|B|6B }} |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_214A_2A.mp4 |
| | | Recipe = {{clr|B|2B }} > {{clr|A|214A }} > {{clr|A|2A }} > {{clr|A|6A }} > {{clr|B|6B }} |
| | | content = |
| | |
| | A very basic combo into {{clr|B|6B }} knockdown. Quite common in matches as it the easiest and most practical method to get a decent knockdown at low cost. Unfortunately, it doesn't work with a {{clr|A|2A }}/{{clr|A|5A }} starter. |
| | |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| |- | | |- |
| ! Combo Notation Guide | | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| |- | | |- |
| | | | || {{clr|0|0}} || {{clr|A|2Ax3 }} > {{clr|C|3C }} || {{clr|A|927}} || {{clr|B| 0.4}} || Most basic {{clr|A|2A }} combo. Omit a {{clr|A|2A}} if too far. || [https://www.youtube.com/watch?v=wUrxsunFj0U Link] |
| :{| class="wikitable" border="1" | | |- |
| | || {{clr|0|0}} || {{clr|A|2Ax2 }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|1125}} || {{clr|B| 0.7}} || Better knockdown than the route above but harder to hitconfirm and requires being close. Don't autopilot it in blockstrings. || [https://www.youtube.com/watch?v=6yDhG9ygW-c Link] |
| | |- |
| | || {{clr|A|1}} || {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}} > jc {{clr|B|j.B}}{{clr|A|2A}} > {{clr|A|j.214A }} || {{clr|A|2320}} || {{clr|B| 0.6}} || Basic {{clr|C|2C }} 1 magatama combo into knockdown. Works as AA and from a throw starter. || |
| | |- |
| | || {{clr|0|0}} || {{clr|B|2B }} > {{clr|A|2A }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|1475}} || {{clr|B| 0.7}} || Basic close range {{clr|B|2B }} route. Good knockdown. || |
| | |- |
| | || {{clr|A|1}} || [Standing] {{clr|A|2A }} > {{clr|B|2B }} > {{clr|A|214A }} > {{clr|A|2A }} > {{clr|A|5A }} > {{clr|C|3C }} || {{clr|A|1529}} || {{clr|B| 0.6}} || Minor combo extension. {{clr|A|5A }} only works on standing. || [https://www.youtube.com/watch?v=hawFe7WOP80 Link] |
| | |- |
| | || {{clr|A|1}} || {{clr|B|2B }} > {{clr|A|214A }} > {{clr|A|2A }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|1864}} || {{clr|B| 0.6}} || Basic 214A route into 6B knockdown. It doesn't work from {{clr|A|2A}}/{{clr|A|5A}} starter and it deals less damage than the other 1-magatama routes. However, {{clr|B|6B }} grants more okizeme options than {{clr|A|j.214A}} and is often preferred when possible. |
| | || |
| | |- |
| | || {{clr|0|0}} || Forward Throw > Walk forward > {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2499}} || {{clr|B| 1.0}} || Stable, near universal throw combo. It deals decent damage for a 0-magatama combo. It doesn’t work on Bullet. || [https://www.youtube.com/watch?v=LK8xOoYeqRQ Link] |
| |- | | |- |
| | 7 {{7}} | | |} |
| | 8 {{8}} | | |-| |
| | 9 {{9}} | | 1 magatama = |
| | With 1 magatama, the most common routes involve {{clr|A|214A}} or {{clr|A|623AA}}. {{clr|A|214A}} leads to low damage {{clr|C|3C}} and {{clr|B|6B}} enders. {{clr|A|623AA}} leads to stable air combos but requires one more magatama for okizeme. If the opponent is crouched, {{clr|A|214A}} > {{clr|C|2C}} is the optimal combo filler in terms of damage. |
| | |
| | {{TheoryBox |
| | | Title = {{clr|A|623AA}} > {{clr|B|5B}} |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_623AA.mp4 |
| | | Recipe = {{clr|A|2A }} > {{clr|B|2B }} > {{clr|A|623AA }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | |
| | {{clr|A|623AA}} > {{clr|B|5B}} > Air combo is a staple route as it leads to decent damage at the cost of only one magatama. |
| | {{clr|A|623AA}} > {{clr|B|5B}} is a link; {{clr|A|623AA}} has a bit of recovery thus the {{clr|B|5B}} has to be delayed quite a bit. |
| | |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| |- | | |- |
| | 4 {{4}}
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | 5 {{5}}
| |
| | 6 {{6}}
| |
| |- | | |- |
| | 1 {{1}} | | || {{clr|A|1}} || {{clr|A|2A }} > {{clr|B|2B }} > {{clr|A|623AA }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2050}} || {{clr|B| 0.7}} || Basic {{clr|A|623AA }} into an air combo. Beware that {{clr|B|5B }} whiffs after a {{clr|C|5C }} max range > {{clr|A|623AA }}. |
| | 2 {{2}} | | {{clr|C|j.C }} leaves the opponent fullscreen and doesn't knockdown. It's also possible to end it with {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|B|j.B}}{{clr|A|2A}} > {{clr|A|j.214A}} for okizeme. |
| | 3 {{3}} | | || [https://www.youtube.com/watch?v=GxQxoIk4j6c Link] |
| | |- |
| | || {{clr|A|1}} || [Crouching] {{clr|A|2A }} > {{clr|B|2B }} > {{clr|A|214A }} > {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2327}} || {{clr|B| 0.75}} || High damage but the opponent needs to be crouching. || [https://www.youtube.com/watch?v=qA_erLnCB5U Link] |
| | |- |
| | || {{clr|A|1}} || {{clr|C|5C }} > {{clr|A|214A }} > {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3317}} || {{clr|B| 0.9}} || {{clr|C|5C }} forces crouching thus guaranteeing {{clr|A|214A }} > {{clr|C|2C }}. This route may require an hjc after {{clr|C|2C }} if the opponent is too far. {{clr|C|2C }} also whiffs after at {{clr|C|5C }} max range. |
| | || [https://www.youtube.com/watch?v=G_z7V7u_8vU Link] |
| | |- |
| | || {{clr|A|1}} || Forward Throw > Walk back > {{clr|C|2C }} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2841}} || {{clr|B| 1.4}} || A bit more damage than the route above, its cost is offcast by a higher meter gain than the 0-magatamas route. It’s universal, but the timing is strict on Mai, Naoto and Celica. || |
| | |- |
| | || {{clr|A|1}} || {{clr|C|4C }} CH > {{clr|A|623AA }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2789}} || {{clr|B| 0.9}} || Basic 4C CH combo. Doesn't work at longer ranges. || |
| | |- |
| | || {{clr|A|1}} || {{clr|D|5D/2D }} > {{clr|A|623AA }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|2382}} || {{clr|B| 1.6}} || Basic 1 magatama {{clr|D|5D/2D }} combo. || [https://www.youtube.com/watch?v=BG4x0aP-VNE Link (5D Version)] |
| | |- |
| |} | | |} |
| : Numbers represent direction on a keyboard numpad. For example {{2}}{{3}}{{6}}D becomes 236D
| | |
| : '''>''' = cancel into the next attack
| | |-| |
| : ''',''' = link the next attack after preceding move's recovery
| | 2 magatamas = |
| : '''jc''' = jump cancel
| | |
| : '''hjc''' = high jump cancel
| | With 2 magatamas, Hakumen's main combo revolve around {{clr|B|236B}}. It is a launcher that leads to high-damage meter-efficient route. {{clr|B|236B}} > IAD {{clr|C|j.2C}} has high corner carry but low damage; {{clr|B|236B}} > {{clr|A|6A }} > {{clr|B|6B}} has high damage but low corner carry. It is also possible to add a {{clr|A|214A}} before {{clr|B|236B}} for hit confirming purposes albeit this costs 1 more magatama and doesn't add a lot of damage. |
| : '''RC''' = Rapid Cancel
| | |
| : '''CH''' = Counter Hit
| | An alternative is {{clr|A|623AA }} > Delay {{clr|B|5B }} > {{clr|A|214A }}. That route is a bit more triky but offers a nice trade-off between both routes. It unfortunately doesn't work with {{clr|A|2A}}/{{clr|A|5A}} starters. |
| : '''IAD''' = Instant Air Dash
| | |
| : '''OD''' = Overdrive
| | {{TheoryBox |
| : '''EA''' = Exceed Accel
| | | Title = {{clr|B|236B}} > IAD {{clr|C|j.2C }} |
| : '''(N)''' = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B) | | | Oneliner = Visual guide |
| : '''(CSpec)''' = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
| | | Difficulty = Easy |
| : If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_236B.mp4 |
| | | Recipe = {{clr|A|2A }} > {{clr|B|2B }} > {{clr|B|236B }} > IAD {{clr|C|j.2C }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | {{clr|B|236B}} > IAD {{clr|C|j.2C }} is one of the main {{clr|B|236B}} available. The {{clr|C|j.2C }} has to be delayed quite a bit for the {{clr|A|5A }} to connect. If done too high, there won't be enough time to connect into {{clr|A|5A }}; If done too low, {{clr|C|j.2C }} will whiff. |
| | |
| | {{clear}} |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = {{clr|B|236B}} > {{clr|A|6A }} > {{clr|B|6B }} |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_236B_6A.mp4 |
| | | Recipe = {{clr|A|2A }} > {{clr|B|2B }} > {{clr|B|236B }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | Slighly more damage than the route above but less corner carry. The {{clr|A|6A }} has to be delayed quite bit. If done early, the {{clr|B|6B }} may whiff. |
| | |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|B|2}} || {{clr|B|2B }} > {{clr|A|623AA }} > Delay {{clr|B|5B }} > {{clr|A|214A }} > 66 > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2932}} || {{clr|B| 1.0}} || It has the lowest damage but best corner carry and meter gain of the 2 magatama combos. |
| | The main asset of this route is that it's always available. At {{clr|B|2B}} max range, {{clr|A|623AA }} > Delay {{clr|B|5B }} remains possible, whereas {{clr|B|2B }} > {{clr|B|236B }} will whiff on some characters. |
| | || |
| | |- |
| | || {{clr|B|2}} || {{clr|A|2A }} > {{clr|B|2B }} > {{clr|B|236B }} > IAD {{clr|C|j.2C }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2620}} || {{clr|B| 0.85}} || Higher damage but slightly less corner carry than the combo above. || |
| | |- |
| | || {{clr|B|2}} || {{clr|A|2A }} > {{clr|B|2B }} > {{clr|B|236B }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2788}} || {{clr|B| 1.0}} || Highest damage but least corner carry of the 2 magatamas combos. || |
| | |- |
| | || {{clr|B|2}} || {{clr|C|4C }}CH > {{clr|A|623AA }} > Slight Delay {{clr|A|214A }} > 66 > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3457}} || {{clr|B| 1.1}} || {{clr|C|4C }} is one of Hakumen's best poke. This combo works from a bit further than {{clr|C|4C}} CH > {{clr|A|214A }}. || |
| | |- |
| | || {{clr|B|2}} || {{clr|D|5D/2D }} > {{clr|B|236B }} > {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2872}} || {{clr|B| 1.6}} || Basic 2 magatamas {{clr|D|5D/2D }} combo. || |
| | |- |
| | || {{clr|B|2}} || Forward throw > 66 {{clr|B|j.214B }} > AD > {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3382}} || {{clr|B| 1.4}} || Throw combo boasting good damage and high corner carry. || |
| |} | | |} |
| <br clear=all/>
| |
| ==Combo List==
| |
|
| |
|
| {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | | |-| |
| |+ ___ starter | | 3+ magatamas = |
| | |
| | 3 magatamas and above routes are mostly situational. Their costs are high in practice and do not improve damage much over 2 magatamas routes. Beyond 3 magatamas, spending additional ones comes with diminishing returns. 4 magatamas and above are rare aside from OD and Mugen combos. |
| | |
| | {{TheoryBox |
| | | Title = {{clr|B|j.214B}} > Delay {{clr|C|j.2C }} |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_j214B.mp4 |
| | | Recipe = {{clr|C|5C}} > {{clr|A|214A }} > {{clr|C|2C }} > 9jc > {{clr|B|TK j.214B }} > AD {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | {{clr|B|j.214B}} > Delay AD {{clr|C|j.2C }} > {{clr|A|6A}} > {{clr|B|6B}} is a high-damage and meter efficient route. It provides great carry and and can be easily changed into a midscreen to corner route. |
| | |
| | This route can be a bit tricky, the AD has to be delayed a bit and the {{clr|C|j.2C }} has to hit while the opponent is slighly above Hakumen. If they are too low or too high, it won't be connect into {{clr|A|6A}}. An alternative or back-up plan is to do {{clr|C|j.2C }} > {{clr|B|5B}} instead. |
| | |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|C|3}} || [Crouching] {{clr|B|2B}} > {{clr|A|214A }} > {{clr|C|2C }} > 9jc > {{clr|B|TK j.214B }} > AD {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3841 }} || {{clr|B| 1.3}} || |
| | Very high damage 3 magatama route with solid meter gain and corner carry. It works from a max range {{clr|B|2B}}, but not further. A {{clr|C|j.2C }} can be added after {{clr|C|2C }} for a bit more damage, but it's harder and distance specific. This is a fairly common {{clr|C|5C}} route as it forces crouching. |
| | |- |
| | || {{clr|C|3}} || {{clr|C|4C }}CH > {{clr|A|214A }} > {{clr|B|236B }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3998}} || {{clr|B| 1.1}} || {{clr|C|4C}} CH can link into {{clr|A|214A}} and {{clr|A|623AA}} on CH, more can be found in the {{clr|C|4C}} section. Be careful, {{clr|C|4C}} doesn’t combo well if done too far. |
| | || |
| | |- |
| | || {{clr|C|3}} || {{clr|C|41236C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|4092}} || {{clr|B| 0.8}} || Practical {{clr|C|41236C }} (overhead) combo starter. Contrary to older versions, skipping the second hit of {{clr|C|41236C }} with {{clr|A|6A }} is seldom worth it as it hardly adds any damage. || [https://www.youtube.com/watch?v=jbTOjU-U6fs Link] |
| | |- |
| | |} |
| | |
| | |-| |
| | Corner = |
| | |
| | In the corner, Hakumen's combos become considerably more threatening. His routes become much more meter-efficient and it is easier to end with the better combo enders. |
| | |
| | Hakumen has access to high-damage meter-efficient routes with {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > {{clr|C|9hjc }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }}. Unfortunately, that route is character specific. |
| | |
| | The optimal okizeme enders are {{clr|B|6B}}/Air hit {{clr|C|5C}}. However, ending with them often requires adjusting the combo or shortening it. Combos that end with {{clr|A|j.214A}} for okizeme often deal more damage but are more costly. |
| | |
| | {{TheoryBox |
| | | Title = Universal: Air ender |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Corner_Universal.mp4 |
| | | Recipe = {{clr|A|2A }} > {{clr|B|2B }} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > {{clr|C|9hjc }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A }} |
| | | content = |
| | |
| | In the corner, Hakumen gains better air combo enders. {{clr|B|5B }} > {{clr|C|9hjc }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A }} deals more damage than the midscreen routes and provide a knockdown. |
| | |
| | {{clear}} |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = Universal: {{clr|B|6B }} ender |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Corner_6B_ender.mp4 |
| | | Recipe = {{clr|A|2A }} > {{clr|B|2B }} > {{clr|B|236B }} > IAD {{clr|A|j.2A }} > {{clr|C|j.C }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} |
| | | content = |
| | |
| | In the corner, Hakumen has much easier time ending with {{clr|B|6B }} or {{clr|C|5C }}. Those are better combo enders than {{clr|A|j.214A }} and may lead to safejumps, meaties, high/low mixups... |
| | |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|A|1}} || {{clr|A|2A }} > {{clr|B|2B }} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > {{clr|C|9hjc }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A }} || {{clr|A|2595}} || {{clr|B| 1.1}} || Basic 1 magatama route in the corner. Ending with j.214A is recommended since knocking down in the corner is highly beneficial and the meter gained in the combo circumvents the cost. |
| | || |
| | |- |
| | || {{clr|A|1}} || {{clr|A|2A }} > {{clr|B|2B }} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > Land > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A }} || {{clr|A|2712}} || {{clr|B| 1.2}} || Slightly better combo than the route above, but is character specific. |
| | It doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami. |
| | Delay 6B and/or 5A, j.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei |
| | Delay 5A, 8jc, j.B2AC as fast as possible on: Celica. |
| | || |
| | |- |
| | || {{clr|A|1}} || {{clr|A|2A }} > {{clr|B|2B }} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > Land > {{clr|A|623AA }} > {{clr|C|6C }} > {{clr|C|5C }} || {{clr|A|2491}} || {{clr|B| 1.2}} || Variant of the route above which ends with 5C knockdown instead. With a 2B starter, 6C > 6A > 6B is possible for higher damage. |
| | || |
| | |- |
| | || {{clr|B|2}} || {{clr|A|2A }} > {{clr|B|2B }} > {{clr|B|236B }} > IAD {{clr|A|j.2A }} > {{clr|C|j.C }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|2617}} || {{clr|B| 0.9}} || A staple combo. Basic 2 magatama combo into 6B knockdown. 6B is overall Haku-men’s best knockdown and unlike j.214A it doesn’t require an additional magatama. |
| | || |
| | |- |
| | || {{clr|B|2}} || {{clr|B|2B }} > {{clr|B|236B }} > IAD {{clr|A|j.2A }} > {{clr|C|j.C }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > {{clr|C|9hjc }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A }} || {{clr|A|3781}} || {{clr|B| 1.4}} || Only works with one hit before 236B at most but deals massive damage and has high meter gain for it’s cost. |
| | || |
| | |- |
| | || {{clr|B|2}} || {{clr|B|2B }} > {{clr|B|236B }} > IAD {{clr|A|j.2A }} > {{clr|C|j.C }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > Land > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A }} || {{clr|A|3884}} || {{clr|B| 1.4}} || The 2 magatama character-specific variant. It also only works with one hit before 236B, but is even more powerful. |
| | || |
| | |- |
| | |
| | |} |
| | |
| | |-| |
| | Overdrive = |
| | |
| | Overdrive is a key-piece of Hakumen's gameplan. It enables high damage routes while offsetting their magatamas cost. This section only covers basic and practical OD combos. If you want more details about Overdrive combo theory or more routes. Check the Overdrive section later in the document. |
| | |
| | {{TheoryBox |
| | | Title = Overdrive |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Overdrive.mp4 |
| | | Recipe = {{clr|C|5C }} > ODc > {{clr|C|5C }} > {{clr|C|41236C }}(1) > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|D|214D }} > EA |
| | | content = |
| | |
| | This is a basic overdrive combo. A common mistake with this route is doing the {{clr|D|214D }} too late. The {{clr|D|214D }} has to be buffered during {{clr|B|6B }}. |
| | |
| | {{clear}} |
| | }} |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|A|4}} || {{clr|C|5C }} > ODc > {{clr|A|214A }} > {{clr|C|41236C }} (1) > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|D|214D }} > EA || {{clr|A|5412}} || {{clr|B| }} || [81 - 73% 5s] Basic 5C punish combo. At close range, ODc > {{clr|C|5C }} can be done instead of {{clr|A|214A }}. It does the same amount of damage for 1 less magatama. The opponent can burst immediately after the first {{clr|C|5C }}. On CH, 214A can be skipped entirely and if the opponent burst after {{clr|C|5C }}, it’s possible to block the burst and punish it with another {{clr|C|5C }}. |
| | || |
| | |- |
| | || {{clr|C|3}} || {{clr|A|2A }} > {{clr|B|2B }} > {{clr|B|236B }} > {{clr|C|5C }} > ODc > {{clr|C|5C }} > {{clr|A|214A }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|D|214D }} > EA || {{clr|A|3754}} || {{clr|B| }} || [81 - 73% 5s] Basic {{clr|B|236B }} confirm into an OD combo. |
| | || |
| | |- |
| | || {{clr|B|2}} || {{clr|D|2D}}/{{clr|D|5D}} > ODc > {{clr|C|5C }} > {{clr|C|41236C }} (1) > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|D|214D }} > EA || {{clr|A|4438}} || {{clr|B| }} || [81 - 73% 5s] Basic midscreen drive combo. {{clr|D|2D}}/{{clr|D|5D}} is unburstable. |
| | || |
| | |- |
| | || {{clr|B|2}} || Forward Throw > ODc > 66 > {{clr|C|j.214C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > EA || {{clr|A|3354}} || {{clr|B| }} || [100%-91% 4s] Basic midscreen Throw OD combo and good way to practice 66 j.214C. |
| | || |
| | |- |
| | || {{clr|D|5}} || {{clr|C|5C }} > ODc > {{clr|C|5C }} > {{clr|C|41236C }} (1) > {{clr|A|214A }} > {{clr|C|6C }} > {{clr|C|632146C }} > {{clr|A|623A }} > {{clr|C|5C }} > EA || {{clr|A|6271}} || {{clr|B| }} || [72 - 63% 5.5s] 5C kill combo with 5 magatama and plenty of health. With 1 more magatama and less life, CT can be done instead of {{clr|A|214A }} for more damage. |
| | || |
| | |- |
| | || {{clr|D|4}} || [Corner] {{clr|B|6B }} > RC > ODc > {{clr|C|6C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|D|214D }} > {{clr|C|214A }} > EA || {{clr|A|4223}} || {{clr|B| }} || [72 - 63% 5.5s] 6B RC ODc combo. The early cancel into OD makes the combo unburstable. |
| | || |
| | |- |
| | |} |
| | </tabber> |
| | |
| | ==Midscreen/Anywhere:== |
| | |
| | The following section list variations of the routes present in BnB, alternatives which require a few more magatamas for a bit more damage and routes with more specific starters. They are usually less practical. Several combos are very similar but are listed for damage comparison. |
| | |
| | ===214A routes=== |
| | |
| | {{clr|A|214A}} is a practical combo filler that enables easy {{clr|C|3C}} and {{clr|B|6B }} knockdowns. If the opponent is crouched it combos into {{clr|C|2C}} and leads to the optimal air combo routes. |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|A|1}} || {{clr|B|2B}} > {{clr|A|214A }} > {{clr|B|5B }} > {{clr|A|2A }} > {{clr|C|3C }} || {{clr|A|1922}} || {{clr|B| 0.5}} || Basic {{clr|A|214A }} combo. Doesn't work with {{clr|A|2A }} or {{clr|A|5A }} as starters. || [https://www.youtube.com/watch?v=TIw6yEEQFMo Link] |
| | |- |
| | || {{clr|A|1}} || {{clr|B|2B}} > {{clr|A|214A }} > {{clr|A|2A }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|1864}} || {{clr|B| 0.6}} || Basic {{clr|A|214A }} combo. Better knockdown. || [https://www.youtube.com/watch?v=W1Wx1u5ZRIA Link] |
| | |- |
| | || {{clr|B|2}} || ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|A|214A }} > {{clr|B|5B }} > {{clr|A|623AA }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2752}} || {{clr|B| 0.9}} || {{clr|A|214A }} into {{clr|A|623AA }} confirm. || |
| | |- |
| | || {{clr|A|1}} || [Crouching] ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|A|214A }} > {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2579}} || {{clr|B| 0.8}} || Basic crouch confirm. || |
| | |- |
| | || {{clr|C|3}} || [Crouching] {{clr|B|2B}} > {{clr|A|214A }} > {{clr|C|2C }} > TK {{clr|B|j.214B }} > AD {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3841}} || {{clr|B| 1.3}} || Advanced combo. High damage and corner carry. A 9jc {{clr|C|j.2C }} can be added after {{clr|C|2C }} at close range for a bit more damage. || |
| | |- |
| | |} |
| | |
| | ===623AA routes=== |
| | |
| | {{clr|A|623AA }} is a reliable launcher that allows practical routes into air combo. It suffers from a 72P2 which often hinders the damage done by those. Regardless, it is still a very useful combo fillers for 1 and 2 magatamas. |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| |- | | |- |
| ! # !! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes | | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|A|1}} || ({{clr|A|2A}}) > {{clr|B|2B}} > ({{clr|A|214A }} > {{clr|B|5B }} >) {{clr|A|623AA }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2267}} || {{clr|B| 0.7}} || Basic {{clr|A|623AA }} route. || |
| | |- |
| | || {{clr|B|2}} || ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|B|j.B}}{{clr|A|2A}} > {{clr|A|j.214A }} || {{clr|A|2578}} || {{clr|B| 0.95}} || |
| | More damaging variation but character and distance specific. |
| | *Works on (Easy): Ragna, Litchi, Arakune, Haku-men, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai. |
| | *6A delay 6B(Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel, Rachel, Taokaka, Tager, Makoto. |
| | *Doesn't work on: Carl, Platinum, Celica. |
| | || |
| | |- |
| | || {{clr|B|2}} || ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|B|j.B}}{{clr|A|2A}} > {{clr|A|j.214A }} || {{clr|A|2686}} || {{clr|B| 1.05}} || |
| | Highest damage variation but character and distance specific. |
| | *Works on (Easy): Ragna, Litchi, Arakune, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai. |
| | *6A delay 6B(Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel,Tager. |
| | *Doesn't work on: Rachel, Taokaka, Carl, Haku-men, Makoto, Platinum, Celica. |
| | || |
| | |- |
| | || {{clr|B|2}} || Max range {{clr|C|5C }} > {{clr|A|623AA }} > ({{clr|B|5B }}) > Delay {{clr|A|214A }} > 66 > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|C|j.C }} || {{clr|A|3649}} || {{clr|B| 1.2}} || Max range {{clr|C|5C }} confirm. Most commonly done with a {{clr|C|4C }} CH. a {{clr|B|5B }} can be added at close range. || |
| | |- |
| | || {{clr|C|3}} || {{clr|B|2B}} > ({{clr|A|214A }} > {{clr|B|5B }} >) {{clr|A|623AA }} > {{clr|B|5B }} > TK {{clr|B|j.214B }} > Delay AD {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|C|j.C }} || {{clr|A|3342}} || {{clr|B| 1.4}} || High corner carry {{clr|A|623AA }} route. Only works at close range, TK {{clr|B|j.214B }} will whiff if too far. 9jc delay {{clr|B|j.214B }} helps making the combo more stable. This is also a very useful combo after a raw {{clr|A|623AA }}. |
| |- | | |- |
| | _
| |
| | '''2B/5B -> 214A -> 5B -> 2B -> 236B -> 6A -> 6B -> 5A -> 5B -> jc j.B -> j.2A -> j.2A -> j.C''' || Midscreen || 3809(5B); 3417(2B) || 1.2 || || Moderate || 6A must be delayed slightly
| |
| |- | | |- |
| |} | | |} |
|
| |
|
| ==Combo Theory== | | ===236B routes=== |
| | |
| | {{clr|B|236B}} is a versatile combo filler that leads to a wide diversity of route with varying damage ceiling and corner carry. Routes in which {{clr|A|214A}} can't be added can only be done with one move before {{clr|B|236B}} at best. |
| | |
| | <tabber> 236B > IAD j.2C = |
| | {{clr|B|236B }} > IAD {{clr|C|j.2C }} is a practical combo filler that leads to routes with high corner carry. |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|B|2}} || ({{clr|A|2A}}) > {{clr|B|2B}} > ({{clr|A|214A }} >) {{clr|B|236B }} > IAD {{clr|C|j.2C }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|C|j.C }} || {{clr|A|2911}} || {{clr|B| 0.8}} || Basic {{clr|B|236B }} into IAD route. || |
| | |- |
| | || {{clr|B|2}} || {{clr|B|2B}} > ({{clr|A|214A }} >) {{clr|B|236B }} > IAD {{clr|C|j.2C }} > {{clr|B|2B }} > {{clr|A|5A }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|2966}} || {{clr|B| 0.9}} || Harder but higher damage. || |
| | |- |
| | || {{clr|B|2}} || {{clr|B|2B}} > {{clr|B|236B }} > Delay {{clr|C|j.2C }} > {{clr|A|5A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|C|j.C }} || {{clr|A|3216}} || {{clr|B| 1.2}} || Character specific version. works on Hakumen, Naoto and Kokonoe. Fairly difficult timing, works easier without the IAD. || |
| | |- |
| | || {{clr|C|3}} || {{clr|B|2B}} > ({{clr|A|214A }} >) {{clr|B|236B }} > IAD {{clr|C|j.2C }} > {{clr|B|2B }} > {{clr|A|214A }} > 66 > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|C|j.C }} || {{clr|A|3330}} || {{clr|B| 1.0}} || Basic 3 magatamas variations. High corner carry. || |
| | |- |
| | || {{clr|C|3}} || {{clr|B|2B}} > ({{clr|A|214A }} >) {{clr|B|236B }} > IAD {{clr|C|j.2C }} > {{clr|B|2B }} > {{clr|A|214A }} > 66 > {{clr|B|5B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|C|j.C }} || {{clr|A|3347}} || {{clr|B| 1.05}} || Variation of the route above. || |
| | |- |
| | || {{clr|C|3}} || {{clr|B|2B}} > {{clr|B|236B }} > IAD {{clr|C|j.2C }} > {{clr|B|2B }} > {{clr|A|214A }} > 66 > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|C|j.C }} || {{clr|A|3639}} || {{clr|B| 1.1}} || High damage variation but more difficult. || |
| | |- |
| | || {{clr|A|4}} || {{clr|B|2B}} > ({{clr|A|214A }} >) {{clr|B|236B }} > IAD {{clr|C|j.2C }} > {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|C|5C }} > {{clr|A|623AA }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|3838}} || {{clr|B| 1.3}} || 4 magatamas variations. If {{clr|A|214A}} is added or a move is done before {{clr|B|2B}}, a {{clr|C|5C }} has to be omitted at the end of the combo. || |
| | |- |
| | || {{clr|A|4}} || {{clr|B|2B}} > ({{clr|A|214A }} >) {{clr|B|236B }} > IAD {{clr|C|j.2C }} > {{clr|A|5A }} > {{clr|B|5B }} > TK {{clr|B|j.214B }} > AD > {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|3222}} || {{clr|B| 1.0}} || High corner carry route into {{clr|B|6B }} oki. || |
| | |- |
| | |} |
| | |-| |
| | 236B > 6A > 6B = |
| | |
| | {{clr|B|236B }} > {{clr|A|6A }} > {{clr|B|6B }} is a higher damage variation but it has low corner carry. |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|B|2}} || ({{clr|A|2A}}) > {{clr|B|2B}} > ({{clr|A|214A }} >) {{clr|B|236B }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|C|j.C }} || {{clr|A|3099}} || {{clr|B| 1.0}} || Basic {{clr|B|236B }} > {{clr|A|6A }} > {{clr|B|6B }} || |
| | |- |
| | || {{clr|B|2}} || ({{clr|A|2A}}) > {{clr|B|2B}} > ({{clr|A|214A }} >) {{clr|B|236B }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|B|2B }} > {{clr|A|5A }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|3049}} || {{clr|B| 1.0}} || Variation of the route above.|| |
| | |- |
| | || {{clr|A|4}} || {{clr|B|2B}} > ({{clr|A|214A }} >) {{clr|B|236B }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|A|623AA }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A }} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|3844}} || {{clr|B| 1.4}} || {{clr|B|6B }} has to hit high in the air for {{clr|B|2B }} to connect. || |
| | |- |
| | |} |
| | |-| |
| | 236B > IAD j.B > j.2A = |
| | |
| | {{clr|B|236B }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} is a situational extender. It often requires 3 magatamas to be worthwhile. |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|B|2}} || ({{clr|A|2A}}) > {{clr|B|2B}} > ({{clr|A|214A }} >) {{clr|B|236B }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}} > {{clr|C|8jc }} > {{clr|C|j.C }} || {{clr|A|2780}} || {{clr|B| 1.0}} || Basic {{clr|B|236B }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} route. || |
| | |- |
| | || {{clr|C|3}} || ({{clr|A|2A}}) > {{clr|B|2B}} > ({{clr|A|214A }} >) {{clr|B|236B }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|C|2C }} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|3079}} || {{clr|B| 1.1}} || 3 magatamas into {{clr|A|6A }} > {{clr|B|6B }}. || |
| | |- |
| | || {{clr|C|3}} || ({{clr|A|2A}}) > {{clr|B|2B}} > ({{clr|A|214A }} >) {{clr|B|236B }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|C|5C }} > {{clr|A|623AA }} > {{clr|B|5B }} > {{clr|B|JB2A }} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|3362}} || {{clr|B| 1.0}} || 3 magatamas into air combo. || |
| | |- |
| | || {{clr|C|3}} || {{clr|B|2B}} > {{clr|B|236B }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|C|j.C }} || {{clr|A|3442}} || {{clr|B| 1.1}} || Higher damage than the route above but doesn't work with {{clr|B|2B}} > {{clr|A|214A }}|| |
| | |- |
| | |} |
| | </tabber> |
| | |
| | ===Counter hit=== |
| | |
| | {{clr|B|6B }} and {{clr|C|3C }} are two normals that do not combo into anything on normal but gain a great amount of hitstun on CH. {{clr|B|6B }} is invincible from frame 4 to moves with foot attributes and can be used to crush low or a a frametr. {{clr|C|3C }} is a very fast long range sword move, beware that it’s very unsafe on block. |
| | |
| | The main route for them is {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }}. It is high damage and meter efficient. |
| | While this route is difficult, it’s also the optimal one, so it’s recommended to practice it at least for the characters the route works fairly well on. If it's too difficult, the {{clr|C|3C }} CH section contains more {{clr|B|2B }} > {{clr|A|214A }} routes. |
| | It isn’t possible to end some of those routes with hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|C}} as the combos are too long. |
| | |
| | {{TheoryBox |
| | | Title = {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium / Hard |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_3C_CH.mp4 |
| | | Recipe = {{clr|C|3C }}CH > {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|C|5C }} > {{clr|A|623AA }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} |
| | | content = |
| | {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} is either fairly impossible or very difficult depending on the character. It is also impossible at certain range against a few characters. |
| | |
| | Delaying {{clr|A|j.2A }} and/or {{clr|C|5C }} helps adjusting the timing on a lot of characters. |
| | |
| | {{clear}} |
| | }} |
| | |
| | '''6B CH main routes''' |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|0|0}} || {{clr|B|6B }}CH > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2937}} || {{clr|B| 1.2}} || Basic {{clr|B|6B }}CH combo. || |
| | |- |
| | || {{clr|B|2}} || {{clr|B|6B }}CH > {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|C|5C }} > {{clr|A|623AA }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|3708}} || {{clr|B| 1.4}} || High corner carry variation. || |
| | |- |
| | || {{clr|B|2}} || {{clr|B|6B }}CH > {{clr|C|5C }} > {{clr|A|214A }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3591}} || {{clr|B| 1.4}} || Universally stable, metered route. || |
| | |} |
| | |
| | '''3C CH main routes''' |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|0|0}} || Close range {{clr|C|3C }}CH > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3481}} || {{clr|B| 1.2}} || Basic close range {{clr|C|3C }}CH combo. || |
| | |- |
| | || {{clr|B|2}} || Close range {{clr|C|3C }}CH > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > TK {{clr|B|j.214B }} > AD > {{clr|C|j.2C }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|4284}} || {{clr|B| 1.5}} || High damage close range variation. || |
| | |- |
| | || {{clr|B|2}} || {{clr|C|3C }}CH > {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|C|5C }} > {{clr|A|623AA }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|4128}} || {{clr|B| 1.5}} || This route is overall the best 3C combo available, it has great corner carry and works even at max range. Sadly, the timing for AD j.B > j.2A can be finicky, since it has to be adjusted depending on the character and the distance. |
| | The combos below are alternative routes, easier but not as efficient: |
| | || |
| | |- |
| | |} |
| | |
| | A few easier {{clr|C|3C }} CH routes are: |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|A|1}} || {{clr|C|3C }}CH > {{clr|B|2B }} > {{clr|A|214A }} > 66 > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc >{{clr|C|C}} || {{clr|A|3226}} || {{clr|B| 1.1}} || Easy {{clr|C|3C }} CH combo. || |
| | |- |
| | || {{clr|A|1}} || {{clr|C|3C }}CH > {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|2C }} > hjc > {{clr|A|j.2A }} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|3472}} || {{clr|B| 1.1}} || Decent damage and only costs one magatama. It leaves Hakumen in a slightly worse position than usual. || |
| | |- |
| | || {{clr|A|1}} || {{clr|C|3C }}CH > {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|2C }} > hjc > {{clr|A|j.2A }}{{clr|C|C}} > 9jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|3677}} || {{clr|B| 1.3}} || Variation of the route above. Sideswitches after the first {{clr|C|j.C}}. The timing can be finicky on some characters depending on range and the second {{clr|A|j.2A}} is likely to whiff. || |
| | |- |
| | || {{clr|B|2}} || {{clr|C|3C }}CH > {{clr|B|2B }} > {{clr|A|214A }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3831}} || {{clr|B| 1.3}} || Stable 2 magatamas confirm. || |
| | |- |
| | || {{clr|C|3}} || {{clr|C|3C }}CH > {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|B|j.214B }} > AD > {{clr|C|j.2C }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|4290}} || {{clr|B| 1.2}} || High corner carry version, very stable but costly. || |
| | |- |
| | |} |
| | |
| | |
| | '''6A CH main routes''' |
| | |
| | {{clr|A|6A}} is situational frame-trap and punish. On CH, this move has a considerable amount of hitstun that leads to |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|0|0}} || {{clr|A|6A}} CH > 66 > {{clr|C|2C}} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2572}} || {{clr|B| 1.1}} || Meterless {{clr|A|6A }}CH combo. || |
| | |- |
| | || {{clr|0|0}} || {{clr|A|6A}} CH > 66 > {{clr|C|5C}} > {{clr|A|214A}} > {{clr|C|2C}} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3351}} || {{clr|B| 1.3}} || High damage for one magatama. || |
| | |- |
| | || {{clr|B|2}} || {{clr|A|6A}} CH > 66 {{clr|C|2C}} > 8jc > {{clr|C|j.2C}} > {{clr|B|j.214B}} > AD {{clr|C|j.2C}} > > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|4404}} || {{clr|B| 2.0}} || High damage and corner carry routes. It is possible sideswap with 9jc > {{clr|C|j.2C}}. || |
| | |} |
| | |
| | ===4C routes=== |
| | |
| | {{clr|C|4C }} is one of Hakumen's best neutral route. It isn't special cancellable and only links into specials on CH. Moreover, it doesn't combo into {{clr|A|214A }} or {{clr|A|623AA }} at max range. |
| | |
| | {{TheoryBox |
| | | Title = {{clr|C|4C }}CH > {{clr|A|623AA }} > Slight Delay {{clr|A|214A }} |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_4C_CH.mp4 |
| | | Recipe = {{clr|C|4C }}CH > {{clr|A|623AA }} > Slight Delay {{clr|A|214A }} > 66 > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | Practical {{clr|C|4C }} CH route that works at far range. At closer range, a {{clr|B|5B }} has to be added after {{clr|A|623AA }}. |
| | |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|A|4}} || {{clr|C|4C }} > {{clr|C|632146C }} || {{clr|A|2769}} || {{clr|B| 0.2}} || Only {{clr|C|4C }} route without CH. || [https://www.youtube.com/watch?v=SqcEl4u2xoY Link] |
| | |- |
| | || {{clr|0|0}} || {{clr|C|4C }}CH > {{clr|C|3C }} || {{clr|A|1630}} || {{clr|B| 0.5}} || Meterless {{clr|C|4C }} CH route. Only works at close range. || |
| | |- |
| | || {{clr|A|1}} || {{clr|C|4C }}CH > {{clr|A|214A }} > {{clr|C|3C }} || {{clr|A|2086}} || {{clr|B| 0.6}} || Stable {{clr|C|4C }} CH combo. Very common route. Doesn't work at max range. || |
| | |- |
| | || {{clr|B|2}} || {{clr|C|4C }}CH > {{clr|A|623AA }} > Slight Delay {{clr|A|214A }} > 66 > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3457}} || {{clr|B| 1.1}} || Practical 2 magatama CH combo. Works from a bit futher than {{clr|C|4C}} CH > {{clr|A|214A }}. || |
| | |- |
| | || {{clr|C|3}} || {{clr|C|4C }}CH > {{clr|A|623AA }} > Slight Delay {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|C|5C }} > {{clr|A|623AA }} > {{clr|B|5B }} > jc > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|3539}} || {{clr|B| 1.3}} || 3 magatama CH route, high corner carry and works at most ranges. || |
| | |- |
| | |} |
| | |
| | ===6C routes=== |
| | |
| | {{clr|C|6C}} is a situational high damage DP punish move. It fatal counters and enables routes which are otherwise impossible due to the bonus hitstun. |
| | |
| | {{TheoryBox |
| | | Title = {{clr|C|6C }}CH > {{clr|A|623AA }} > Slight Delay {{clr|A|214A }} |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_6C_FC.mp4 |
| | | Recipe = {{clr|C|6C }}FC > {{clr|A|214A }} > {{clr|C|2C }} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | Practical {{clr|C|6C }}FC that works at most range. At closer range, a {{clr|C|5C }} can be added for a bit more damage. Although there are more damaging routes for the same cost at close range (see the last combo in the table below.) |
| | |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|A|4}} || {{clr|C|6C }} > {{clr|C|632146C }} || {{clr|A|3474}} || {{clr|B| 0.3}} || Basic {{clr|C|6C}} into kill combo. || |
| | |- |
| | || {{clr|A|1}} || Close range {{clr|C|6C }}FC > {{clr|C|5C }} > {{clr|A|214A }} > {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|4353}} || {{clr|B| 1.0}} || Very high damage for only 1 magatama. Doesn't work if done from too far, the {{clr|C|5C }} can be omitted at far range. Common DP punish. || |
| | |- |
| | || {{clr|B|2}} || Far range {{clr|C|6C }}FC > {{clr|A|214A }} > {{clr|C|2C }} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|4508}} || {{clr|B| 1.1}} || 2 magatamas far range combo. || |
| | |- |
| | || {{clr|B|2}} or {{clr|C|3}}|| {{clr|C|6C }}FC > {{clr|A|214A }} or {{clr|C|5C }} > {{clr|B|236B }} > IAD {{clr|C|j.2C }} > {{clr|A|5A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|4662}} || {{clr|B| 1.1}} || 2 and 3 magatamas alternatives to route above. Slighly more corner carry and damage. || |
| | |- |
| | || {{clr|B|2}} || {{clr|C|6C }}FC > 66 {{clr|B|j.214B }} > AD > {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|5193}} || {{clr|B| 1.5}} || High damage and corner carry 2 magatamas combo. {{clr|B|j.214B }} will whiff on crouch depending on character and range. || |
| | |- |
| | || {{clr|C|3}} || {{clr|C|6C }}FC > 66 {{clr|B|2B }} > {{clr|A|214A }} > {{clr|C|2C }} > jc > {{clr|B|j.214B }} > Delay AD {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|5352}} || {{clr|B| 1.8}} || High damage, high corner carry route. Works from far range, the hop must be done early in order to connect. || |
| | |- |
| | |} |
| | |
| | ===Throws=== |
| | |
| | '''Forward throw''' |
| | |
| | Hakumen has a variety of throw routes available depending on the resources available. All the routes below are practical. Using one over the others often boils down to player preferences. |
| | |
| | {{TheoryBox |
| | | Title = Basic Forward Throw combo |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Throw_2C_623AA.mp4 |
| | | Recipe = Forward Throw > Walk back > {{clr|C|2C }} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | Basic Throw combo. Decent damage for a low cost. Walking back is necessary otherwise {{clr|A|623AA }} will whiff. It’s universal, but the timing is strict on Mai, Naoto and Celica. |
| | |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|0|0}} || Forward Throw > Walk forward > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|2032}} || {{clr|B| 0.8}} || Basic throw combo into {{clr|B|6B}} knockdown. || [https://www.youtube.com/watch?v=nTt9oUmU23g Link] |
| | |- |
| | || {{clr|0|0}} || Forward Throw > Walk forward > {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2499}} || {{clr|B| 1.0}} || Stable, near universal throw combo. It deals decent damage for a 0-magatama combo. It doesn’t work on Bullet. |
| | || |
| | |- |
| | || {{clr|A|1}} || Forward Throw > Walk back > {{clr|C|2C }} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2811}} || {{clr|B| 1.4}} || A bit more damage than the route above, its cost is offcast by a higher meter gain than the 0-magatamas route. Difficult on Mai, Naoto and Celica. Hit {{clr|A|6A }} high and delay {{clr|B|6B }} on Hazama, Terumi, Kokonoe, Hakumen and Celica. || |
| | |- |
| | || {{clr|B|2}} || Forward Throw > 66 {{clr|B|j.214B }} > Delay AD {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3382}} || {{clr|B| 1.3}} || Harder than the other regular throw combos, but provides more corner carry than the other throw combos and can be easily adjusted into a midscreen to corner combo. It’s also a great way to practice {{clr|B|j.214B}} into AD combos. || |
| | |- |
| | |} |
| | |
| | '''Back throw''' |
| | |
| | {{TheoryBox |
| | | Title = Basic Back Throw combo |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Throw_2C_623AA.mp4 |
| | | Recipe = Back Throw > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | Basic and simple Back Throw combo. The {{clr|A|6A }} has to be delayed a bit otherwise the {{clr|B|6B }} will whiff. There is aslighly better route for the same cost but a bit more difficult (see the table below). |
| | |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|A|1}} || Back Throw > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2803}} || {{clr|B| 1.2}} || Stable back throw route. || |
| | |- |
| | || {{clr|A|1}} || Back Throw > Delay {{clr|A|214A }} > 66 > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2981}} || {{clr|B| 1.3}} || Slighly more damage than the route above but the timing is a bit more difficult. || |
| | |- |
| | |
| | |} |
| | |
| | '''Air Throw''' |
| | |
| | Hakumen has 3 main air throw routes depending on the heights. Air Throw > {{clr|B|j.B }} or {{clr|A|j.2A }} is the most practical one and works at most height. Air Throw > {{clr|C|j.2C}} only works if the opponent is very high but is more meter efficient. Air Throw > {{clr|A|2A }} only works if the opponent is very close to the ground. |
| | |
| | {{TheoryBox |
| | | Title = Basic Air Throw combo |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Airthrow.mp4 |
| | | Recipe = Air Throw > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} |
| | | content = |
| | The most common airthrow combo. Stable and available most of the time. |
| | |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|A|1}} || Air Throw > {{clr|B|j.B }} or {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|3054/3069}} || {{clr|B| 1.1}} || Most practical air throw route. Both {{clr|B|j.B }} or {{clr|A|j.2A }} are doable. {{clr|A|j.2A }} does a bit more damage. || |
| | |- |
| | || {{clr|0|0}} || (High height) Air Throw > {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3056}} || {{clr|B| 1.1}} || High height only. More meter efficient than the route above. If too close to the ground, {{clr|C|j.2C }} will whiff otherwise. || |
| | |- |
| | || {{clr|0|0}} || (Close to the ground) Air Throw > {{clr|A|2A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2631}} || {{clr|B| 1.1}} || Close to the ground only. Very rare. || |
| | |- |
| | |} |
| | |
| | ===Drives=== |
| | |
| | Drives are very short starters, as such the combos after them are limited. The routes below are the easiest and/or most meter efficient. |
| | |
| | {{TheoryBox |
| | | Title = Basic {{clr|D|2D }} combo |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_2D.mp4 |
| | | Recipe = {{clr|D|2D }} > {{clr|A|623AA }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2AC }} |
| | | content = |
| | Basic {{clr|D|2D }} combo. This also works with {{clr|D|5D }} as a starter. Since drives are very short starters, it isn't possible to do the hjc air combo ender. |
| | |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|A|1}} || {{clr|D|5D/2D }} > {{clr|A|623AA }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|2382}} || {{clr|B| 1.6}} || Basic 1 magatama {{clr|D|5D/2D }} combo. || |
| | |- |
| | || {{clr|B|2}} || {{clr|D|5D/2D }} > {{clr|B|236B }} > {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2872}} || {{clr|B| 1.6}} || Basic 2 magatamas {{clr|D|5D/2D }} combo. || |
| | |- |
| | || {{clr|B|2}} || {{clr|D|6D }} > {{clr|A|623A }} > {{clr|A|623AA }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2454}} || {{clr|B| 1.7}} || Situational {{clr|D|6D }} combo. Comboing from {{clr|D|6D }} can be difficult if the opponent is too far. || |
| | |- |
| | || {{clr|B|2}} || {{clr|D|6D }} > Delay {{clr|A|623A~A }} > {{clr|A|214A }} > 66 > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|C|j.C }} || {{clr|A|2970}} || {{clr|B| 1.7}} || High damage but range specific. || |
| | |- |
| | || 0 || {{clr|D|j.D }} > {{clr|A|j.2A }} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|1849}} || {{clr|B| 1.3}} || Meterless {{clr|D|j.D }} combo. || |
| | |- |
| | || {{clr|C|3}} || {{clr|D|j.D }} > {{clr|C|j.214C }} > {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3237}} || {{clr|B| 1.3}} || Higher damage {{clr|D|j.D }} combo. The opponent cannot burst before {{clr|C|j.214C }} it's therefore a very strong round ender. || |
| | |- |
| | || {{clr|C|3}} || {{clr|D|214D }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3379}} || {{clr|B| 1.2}} || Most practical {{clr|D|214D }} combo. The timing for {{clr|A|623A }} > {{clr|A|6A }} is trickier on some characters like Izanami.|| |
| | |- |
| | || {{clr|D|5}} || {{clr|D|236236D }}FC > {{clr|A|623A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|4374}} || {{clr|B| 1.1}} || Practical and stable midscreen {{clr|D|236236D }} combo. || |
| | |} |
| | |
| | ===Specials=== |
| | |
| | Hakumen specials sometime used as combo starters. They are either solid in neutral ({{clr|A|623AA }}, {{clr|D|214D }}), used for mix-up purposes ({{clr|B|236B }} / {{clr|C|41236C }}) or are used defensively ({{clr|B|j.214B }}, {{clr|C|j.214C }}). Some specials also have unique combo routes if they are done as combo starters. |
| | |
| | {{TheoryBox |
| | | Title = Basic {{clr|A|j.214A }} CH combo |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_j214A_CH.mp4 |
| | | Recipe = {{clr|A|j.214A }}CH > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | {{clr|A|j.214A }} is a key part of Hakumen's air neutral game as it has an excellent vertical hitbox. It also has projectile properties and can beat dedicated anti-airs. This route is arguably the most practical and useful {{clr|A|j.214A }} CH route. |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|B|2}} || {{clr|A|623AA }}CH > {{clr|C|5C }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3367}} || {{clr|B| 0.9}} || Practical {{clr|A|623AA }} CH route. Very common as {{clr|A|623AA }} is an excellent neutral route. || |
| | |- |
| | || {{clr|B|2}} || {{clr|A|623AA }} > Slight delay {{clr|A|214A }} > 66 > {{clr|A|5A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2967}} || {{clr|B| 1.0}} || Variation of the route above if it doesn't CH. The timing for {{clr|A|214A }} varies depending on the character and distance. || |
| | |- |
| | || {{clr|B|2}} || {{clr|B|236B }} > IAD {{clr|C|j.2C }} > {{clr|A|5A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3343}} || {{clr|B| 1.0}} || With a raw {{clr|B|236B }}, {{clr|A|5A }} > {{clr|A|6A }} > {{clr|B|6B }}. It is also possible with a {{clr|B|2B }} > {{clr|B|236B }} starter on Hakumen, Kokokone and Naoto albeit the timing is fairly tight. || |
| | |- |
| | || {{clr|C|3}} || {{clr|C|41236C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|4092}} || {{clr|B| 0.8}} || Practical {{clr|C|41236C }} combo starter. Contrary to older versions, skipping the second hit of {{clr|C|41236C }} with {{clr|A|6A }} is seldom worth it as it hardly adds any damage. || |
| | |- |
| | || {{clr|C|3}} || {{clr|D|214D }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3379}} || {{clr|B| 1.2}} || Most practical {{clr|D|214D }} combo. The timing for {{clr|A|623A }} > {{clr|A|6A }} is trickier on some characters like Izanami. || |
| | |- |
| | |} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|A|1}} || {{clr|A|j.214A }}CH > {{clr|B|j.B }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2696}} || {{clr|B| 0.9}} || Situational {{clr|A|j.214A }}CH combo. Requires the opponent to be at a certain height. || |
| | |- |
| | || {{clr|B|2}} || {{clr|A|j.214A }}CH > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3068}} || {{clr|B| 1.0}} || Practical and stable {{clr|A|j.214A }}CH combo. || |
| | |- |
| | || {{clr|A|1}} || 66 {{clr|A|j.214A }}CH > {{clr|B|2B }} > {{clr|A|5A }} > jc > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|2091}} || {{clr|B| 0.5}} || Very rare combo as 66 {{clr|A|j.214A }} is not worth doing in neutral. || |
| | |- |
| | || {{clr|B|2}} || TK/66 {{clr|B|j.214B }} > Delay AD {{clr|C|j.2C }} > {{clr|B|5B }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|3238}} || {{clr|B| 0.5}} || {{clr|B|j.214B }} is a situational defensive tool. Since it is a very short starter, the combos after it are limited. || |
| | |- |
| | || {{clr|C|3}} || 66 or TK {{clr|C|j.214C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|4661}} || {{clr|B| 0.8}} || Basic {{clr|C|j.214C }} anti-throw combo. || |
| | |- |
| | || {{clr|C|3}} || {{clr|C|j.214C }} Guard Crush > 66 > {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|1936}} || {{clr|B| 0.2}} || Basic {{clr|C|j.214C }} Guard Crush combo. It leaves the opponent stunned for a very long time, the timing is fairly generous to land the {{clr|C|2C }}. || |
| | |- |
| | || {{clr|A|4}} || {{clr|C|j.214C }} Guard Crush > 66 > {{clr|C|5C }} > {{clr|A|214A }} > {{clr|C|2C }} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|A|j.2A}}{{clr|C|C}} || {{clr|A|2653}} || {{clr|B| 0.5}} || Guard crush variation into {{clr|C|5C }} > {{clr|A|214A }}. || |
| | |- |
| | |} |
| | |
| | ===Anti-air=== |
| | |
| | 5A and 2C are Haku's two main anti-airs. 5A has a decent vertical hitbox and only has 5 frames of start-up. 2C is invincible to air moves and boasts a great vertical and horizontal hitbox. However, the invincibility kicks in late and the move is heavily punishable on whiff. Use them according to the situation. [https://www.dustloop.com/wiki/index.php?title=BBCF/Hakumen/Strategy#Anti-air/ For more details here is the beginner guide's section about AA]. |
| | |
| | {{TheoryBox |
| | | Title = Basic {{clr|C|2C }} CH combo |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_2C_CH.mp4 |
| | | Recipe = AA {{clr|C|2C }}CH > Falling {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | Practical and high damage {{clr|C|2C }}CH anti-air punish. The opponent has to be slightly above Hakumen when the {{clr|C|j.2C }} hits. |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|0|0}} || AA {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|1686}} || {{clr|B| 0.5}} || Basic {{clr|A|5A }} anti-air confirm. || |
| | |- |
| | || {{clr|A|1}} || AA {{clr|A|5A }}CH > {{clr|C|5C }} > {{clr|A|623A }} > {{clr|A|6A }} {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2531}} || {{clr|B| 1.1}} || Air CH {{clr|A|5A }} links to {{clr|C|5C }}. || |
| | |- |
| | || {{clr|B|2}} || AA {{clr|A|5A }} > {{clr|B|5B }} > TK {{clr|B|j.214B }} > Delay AD {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3029}} || {{clr|B| 1.1}} || Advanced {{clr|A|5A }} anti-air confirm. High damage and corner carry. || |
| | |- |
| | || {{clr|0|0}} || AA {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2284}} || {{clr|B| 0.7}} || Basic {{clr|C|2C }} anti-air confirm. If the opponent is very high, the {{clr|B|j.B}} has to be omitted. || |
| | |- |
| | || {{clr|0|0}} || AA {{clr|C|2C }}CH > Falling {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3456}} || {{clr|B| 1.4}} || Main {{clr|C|2C }} CH variation. It may be difficult to hitconfirm. || |
| | |- |
| | || {{clr|B|2}} || AA {{clr|C|2C }} > hjc > {{clr|A|j.2A}} > {{clr|B|j.214B }} > Delay AD {{clr|C|j.2C }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3835}} || {{clr|B| 1.3}} || Stable high-height AA {{clr|C|2C }} confirm. The air dash has to be more or less delayed depending on the height/distance. || |
| | |- |
| | || {{clr|B|2}} || AA {{clr|C|2C }} > hjc > {{clr|A|j.2A}} > {{clr|B|j.214B }} > Delay AD {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3835}} || {{clr|B| 1.3}} || More rewarding but harder version of the route above. That route may fail if the opponent is too far or too high. || |
| | |- |
| | || {{clr|C|3}} || AA {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|B|j.B}}{{clr|A|2A}} > {{clr|C|j.214C }} > Falling {{clr|C|j.2C }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|3727}} || {{clr|B| 0.9}} || Situational {{clr|C|2C }} confirm. The {{clr|C|j.214C }} is worth practicing as it sometime comes up to end rounds. || |
| | |- |
| | |} |
| | |
| | ===Air-to-air=== |
| | |
| | Both {{clr|B|j.B}} and {{clr|A|j.2A}} have amazing hitboxes and act as great air-to-air. If close enough to the ground, a CH isn’t necessary. However, this is pretty rare. |
| | {{clr|C|j.2C}} is slow and is easy to anti-air, but as an even bigger hitbox than {{clr|B|j.B}} and {{clr|A|j.2A}}. Due to its recovery it, most of the time, only combos into {{clr|A|5A}} on air hit. |
| | |
| | {{TheoryBox |
| | | Title = {{clr|A|j.A }} > {{clr|B|j.B }} > {{clr|B|j.214B }} |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Air_to_Air.mp4 |
| | | Recipe = Air-to-air {{clr|A|j.A }} > {{clr|B|j.B }} > {{clr|B|j.214B }} > Delay AD {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} |
| | | content = |
| | Practical air-to-air {{clr|A|j.A }} confirm. The airdash has to be more or less delayed depending on the height. |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|B|2}} || Air-to-air {{clr|A|j.A }} > {{clr|B|j.B }} > {{clr|B|j.214B }} > Delay AD {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2664}} || {{clr|B| 1.0}} || High damage combo for a {{clr|A|j.A }} starter. Doesn't work if too high. || |
| | |- |
| | || {{clr|C|3}} || Air-to-air {{clr|A|j.A }} > {{clr|B|j.B }} > {{clr|C|j.214C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2769}} || {{clr|B| 0.8}} || Stable but more expensive than the route above. || |
| | |- |
| | || {{clr|C|3}} || Air-to-air {{clr|A|j.A }} > {{clr|B|j.B }} > {{clr|C|j.214C }} > {{clr|B|2B }} > {{clr|A|5A }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2213}} || {{clr|B| 0.5}} || Close to the ground variation. Very situational and only useful to close rounds. || |
| | |- |
| | |} |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|A|1}} || Air-to-air {{clr|B|j.B}}/{{clr|A|j.2A}} CH > {{clr|C|5C }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2891/2946}} || {{clr|B| 1.0}} || Basic {{clr|B|j.B/j.2A }} CH confirm. || |
| | |- |
| | || {{clr|0|0}} || Air-to-air {{clr|C|j.2C }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2465}} || {{clr|B| 0.8}} || Basic {{clr|C|j.2C }} air-to-air confirm. || |
| | |- |
| | || {{clr|0|0}} || Air-to-air {{clr|C|j.2C }} > {{clr|A|5A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C }} || {{clr|A|2867}} || {{clr|B| 1.1}} || Situational {{clr|C|j.2C }} air-to-air confirm. Only works at close range. |
| | || |
| | |- |
| | |} |
| | |
| | ==Corner== |
| | |
| | ===Combo enders=== |
| | In the corner, Haku-men possesses three main combo enders. |
| | |
| | * … {{clr|A|5A}} > {{clr|B|5B}} > 9hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > 9jc > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A}} |
| | * … {{clr|A|5A}} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > Land > 9jc > {{clr|A|j.2A}}{{clr|C|C}} > 9jc > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A}} |
| | * … Delay {{clr|A|5A}} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > Land > {{clr|A|623AA }} > {{clr|C|6C }} > {{clr|C|5C }} |
| | The first route is the simplest and works on the entire cast. The exceptions are Haku-men, Celica, Kokonoe, Hazama and Terumi but only if the combo is too long. It can be fixed on Celica by doing 8hjc instead. |
| | |
| | The other routes deal more damage and have a higher meter gain. However, they are highly character specific. |
| | * Doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami |
| | * Delay {{clr|B|6B}} and/or {{clr|A|5A}}, {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei. |
| | * Delay {{clr|A|5A}}, 8jc, {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} as fast as possible on: Celica. |
| | * Land > 9jc > {{clr|A|j.2A}} works but {{clr|A|623AA }} whiffs on: Carl, Bang. |
| | |
| | {{TheoryBox |
| | | Title = Character specific: {{clr|A|5A }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy / Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Corner_5A_jABC.mp4 |
| | | Recipe = {{clr|A|2A }} > {{clr|B|2B }} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > Land > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A }} |
| | | content = |
| | |
| | {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} is a practical and versatile corner route. It is character specific (see the corner section for more details). |
| | |
| | Against some characters delaying the {{clr|B|6B }} and/or {{clr|A|5A }} is either necessary or makes the route easier. |
| | |
| | Although this route is character specific, it works on a vast majority of the cast, add decent damage and is more versatile. It is definitely worth learning. |
| | |
| | {{clear}} |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = Character specific: {{clr|A|5A }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|A|623AA }} |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy / Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Corner_623AA_6C.mp4 |
| | | Recipe = {{clr|A|2A }} > {{clr|B|2B }} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > Land > {{clr|A|623AA }} > {{clr|C|6C }} > {{clr|C|5C }} |
| | | content = |
| | This variation of the character specific route leads to {{clr|C|5C }} knockdown. With shorter combos or better starters, it is possible to get {{clr|C|6C }} > {{clr|A|6A }} > {{clr|B|6B }} for a bit more damage. |
| | |
| | {{clear}} |
| | }} |
| | |
| | ===Basic corner combos=== |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Combo starter !! ... > {{clr|A|5A}} > {{clr|B|5B}} > 9hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > 9jc > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A}} !! ... > {{clr|A|5A}} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > Land > 9jc > {{clr|A|j.2A}}{{clr|C|C}} > 9jc > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A}} |
| | |- |
| | |
| | |- |
| | ||(1) ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|A|623AA }} > {{clr|A|6A }} > {{clr|B|6B }} > ... |
| | ||({{clr|A|2883}},{{clr|B|1.1}}) |
| | ||({{clr|A|3015}},{{clr|B|1.2}}) |
| | |- |
| | |
| | |- |
| | ||(2) {{clr|B|2B}} > {{clr|B|236B }} > IAD {{clr|A|j.2A}} > {{clr|C|j.C}} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} > … |
| | ||({{clr|A|3781}},{{clr|B|1.4}})* |
| | ||({{clr|A|3884}},{{clr|B|1.4}}) |
| | |- |
| | |
| | |- |
| | ||(1) Forward Throw > {{clr|A|623A }} > {{clr|C|6C(level }}2) > {{clr|A|6A }} > {{clr|B|6B}} |
| | ||({{clr|A|3412}},{{clr|B|1.6}}) |
| | ||({{clr|A|3519}},{{clr|B|1.7}}) |
| | |- |
| | |
| | |- |
| | ||(0) Air Throw > j.C > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B}} |
| | ||({{clr|A|3364}},{{clr|B|1.4}})* |
| | ||({{clr|A|3462}},{{clr|B|1.4}}) |
| | |- |
| | |
| | |- |
| | ||(3) 66 {{clr|C|j.214C}} (Guardcrush) > 66 > {{clr|C|6C}} (level 2) > {{clr|A|6A }} > {{clr|B|6B }} > ... |
| | ||({{clr|A|3609}},{{clr|B|1.1}}) |
| | ||({{clr|A|3782}},{{clr|B|1.2}}) |
| | |- |
| | |
| | |- |
| | ||(3) {{clr|C|41236C}} > {{clr|A|6A }} > {{clr|B|6B }}... |
| | ||({{clr|A|4324}},{{clr|B|1.0}}) |
| | ||({{clr|A|4463}},{{clr|B|1.0}}) |
| | |- |
| | |
| | |- |
| | ||(4) {{clr|C|41236C}}(1) > {{clr|A|623A }} > {{clr|C|6C}} (level2) > {{clr|A|6A }} > {{clr|B|6B }} > ... |
| | ||({{clr|A|5340}},{{clr|B|1.5}}) |
| | ||({{clr|A|5523}},{{clr|B|1.5}}) |
| | |- |
| | |
| | |
| | |- |
| | ||(0) {{clr|A|6A }}CH > {{clr|A|6C }}(level 2) > {{clr|A|5C }} > {{clr|A|214A }} > {{clr|A|6A }} > {{clr|B|6B }} > ... |
| | ||({{clr|A|4807}},{{clr|B|2.2}}) |
| | ||({{clr|A|4968}},{{clr|B|2.4}}) |
| | |- |
| | |
| | |
| | |- |
| | ||(0) {{clr|B|6B }}CH > {{clr|A|6A }} > {{clr|B|6B }} > ... |
| | ||({{clr|A|3218}},{{clr|B|1.4}}) |
| | ||({{clr|A|3388}},{{clr|B|1.5}}) |
| | |- |
| | |
| | |- |
| | ||(0) {{clr|B|6B }}CH > {{clr|C|6C(level }}2) > {{clr|A|6A }} > {{clr|B|6B }} > ... |
| | ||({{clr|A|3907}},{{clr|B|1.8}})* |
| | ||({{clr|A|4066}},{{clr|B|1.9}}) |
| | |- |
| | |
| | |- |
| | ||(5) {{clr|B|6B }} > {{clr|C|632146C }} > {{clr|A|623A }} > {{clr|C|6C }} > {{clr|A|6A }} > {{clr|B|6B }} > ... |
| | ||({{clr|A|4281}},{{clr|B|1.5}})* |
| | ||({{clr|A|4373}},{{clr|B|1.5}}) |
| | |- |
| | |
| | |- |
| | ||(0) {{clr|C|3C }}CH > {{clr|A|6A }} > {{clr|B|6B }} > ... |
| | ||({{clr|A|3798}},{{clr|B|1.4}}) |
| | ||({{clr|A|3985}},{{clr|B|1.5}}) |
| | |- |
| | |
| | |- |
| | ||(0) {{clr|D|6D }} > ... |
| | ||({{clr|A|2543}},{{clr|B|1.9}})* |
| | ||({{clr|A|2725}},{{clr|B|1.9}}) |
| | |- |
| | |} |
| | |
| | * : Doesn’t work on Haku-men, Hazama, Kokonoe, Terumi, Celica |
| | |
| | ===6B enders=== |
| | |
| | {{clr|B|6B}} and air hit {{clr|C|5C }} lead to better okizeme in the corner. For more details, check the [https://www.dustloop.com/w/BBCF/Hakumen/Okizeme#6B_and_5C_.3E_5C check the okizeme section.] |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|B|2}} || ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|B|236B }} > IAD {{clr|A|j.2A }} > {{clr|C|j.C }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|2906}} || {{clr|B| 0.9}} || Very practical {{clr|B|236B }} corner combo into {{clr|B|6B }}. || |
| | |- |
| | || {{clr|C|3}} || ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|B|236B }} > IAD {{clr|A|j.2A }} > {{clr|C|j.C }} > {{clr|C|5C }} > {{clr|C|2C }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A }} || {{clr|A|3555}} || {{clr|B| 1.1}} || Variation of the route above to push for a bit more damage and end the round. || |
| | |- |
| | || {{clr|C|3}} || [Crouching] ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|A|214A }} > {{clr|C|2C }} > {{clr|C|j.C }} > {{clr|B|j.214B }} > {{clr|C|jc/AD }} > {{clr|C|j.C }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|3505}} || {{clr|B| 1.0}} || High damage crouching confirm route. Both 9jc and AD are possible after {{clr|B|j.214B }}. AD is a bit easier but 9jc makes it possible to bait badly timed bursts. || |
| | |- |
| | || {{clr|B|2}} || Forward Throw > {{clr|C|2C }} > {{clr|C|j.C }} > {{clr|B|j.214B }} > ADor{{clr|C|9jc }} > {{clr|C|j.C }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|3129}} || {{clr|B| 1.3}} || Basic Throw combo into {{clr|B|6B }} okizeme. || |
| | |- |
| | || {{clr|A|1}} || Air Throw > {{clr|C|j.C }} > {{clr|C|6C }} (level 2) > {{clr|C|5C }} > {{clr|A|214A }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|3168}} || {{clr|B| 1.1}} || Basic Air Throw combo into {{clr|B|6B }} okizeme. || |
| | |- |
| | || {{clr|D|5}} || {{clr|C|41236C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > TK {{clr|B|j.214B }} > AD > {{clr|C|j.C }} > {{clr|C|6C }} (level 1) > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|4623}} || {{clr|B| 1.0}} || {{clr|C|41236C }}'s second hit has a 72P2 and the damage reduction is noticeable in long combos. See the route below for a better alternative. || |
| | |- |
| | || {{clr|D|6}} || {{clr|C|41236C }} (1) > {{clr|A|623A }} > {{clr|C|6C }} (level 2) > {{clr|C|2C }} > TK {{clr|B|j.214B }} > AD > {{clr|C|j.C }} > {{clr|C|6C }} (level 1) > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|5552}} || {{clr|B| 1.2}} || Skipping the second hit of {{clr|C|41236C }} greatly increases the amount of damage dealt by the combo. This combo suffers from its very high cost and is often only done with OD or to end a round. || |
| | |- |
| | || {{clr|B|2}} || {{clr|B|6B }}CH > {{clr|C|6C }} (level 2) > {{clr|C|2C }} > 9jc > {{clr|C|j.C }} > {{clr|B|j.214B }} > {{clr|C|jc/AD }} > {{clr|C|j.C }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|4254}} || {{clr|B| 1.6}} || High damage {{clr|B|6B }} CH combo. The CH can be substituted with a RC and a 6C(level 1). || |
| | |- |
| | || {{clr|B|2}} || {{clr|C|3C }}CH > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|5B }} > TK {{clr|B|j.214B }} > AD > {{clr|C|j.C }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|4085}} || {{clr|B| 1.3}} || High damage 3C CH combo. || |
| | |- |
| | || {{clr|B|2}} || {{clr|D|6D }} > {{clr|A|5A }} > {{clr|B|5B }} > TK {{clr|B|j.214B }} > AD > {{clr|C|j.2C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|3241}} || {{clr|B| 1.7}} || {{clr|D|6D }} corner combo, very situational. || |
| | |- |
| | || {{clr|A|1}} || {{clr|B|2B}} > {{clr|A|623AA }} > Delay {{clr|B|5B }} > {{clr|C|9jc }} > Delay {{clr|A|j.2A }} > {{clr|C|j.C }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|2586}} || {{clr|B| 1.0}} || Meter efficient but only works with 1 move before {{clr|A|623AA }} at best. The {{clr|A|j.2A }} has to be delayed as much as possible for the route to work. Actually a combo from challenge mode. || |
| | |- |
| | |} |
| | |
| | ===2C > j.C > 9jc > Delay j.2AC=== |
| | |
| | {{clr|C|2C }} > {{clr|C|j.C }} > {{clr|C|9jc }} > Delay {{clr|A|j.2A}}{{clr|C|C}} is an advanced low meter corner combo that leads to high damage for its cost. It’s difficult on Tager, Valkenhayn, Izayoi, Hibiki and Naoto and doesn't work on Bullet and Izanami. |
| | |
| | {{TheoryBox |
| | | Title = {{clr|C|2C }} > {{clr|C|j.C }} > {{clr|C|9jc }} > Delay {{clr|A|j.2A}}{{clr|C|C}} |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Corner_2C.mp4 |
| | | Recipe = Forward Throw > {{clr|C|2C }} > {{clr|C|j.C }} > {{clr|C|9jc }} > Delay {{clr|A|j.2A}}{{clr|C|C}} > Land > {{clr|C|9jc }} > {{clr|C|j.C }} > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A }} |
| | | content = |
| | |
| | High damage meter positive throw route. This route may require a bit of practice. The timing of the delay {{clr|A|j.2A}} is quite precise and may require a bit of practice. Land > {{clr|C|9hjc }} > {{clr|A|j.2A}}{{clr|C|j.C }} is also doable for a bit more damage but is bit harder to do. |
| | |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|B|2}} || [Crouching] ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|A|214A }} > {{clr|C|2C }} > {{clr|C|j.C }} > {{clr|C|9jc }} > Delay {{clr|A|j.2A}}{{clr|C|C}} > Land > {{clr|C|9jc }} > {{clr|C|j.C }} > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A }} || {{clr|A|3326}} || {{clr|B| 1.1}} || Crouching {{clr|A|214A }} variation. || |
| | |- |
| | || {{clr|A|1}} || Forward Throw > {{clr|C|2C }} > {{clr|C|j.C }} > {{clr|C|9jc }} > Delay {{clr|A|j.2A}}{{clr|C|C}} > Land > {{clr|C|9jc }} > {{clr|C|j.C }} > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A }} || {{clr|A|3005}} || {{clr|B| 1.6}} || Forward throw variation. Very useful to end rounds while out of magatama. || |
| | |- |
| | |} |
| | |
| | ==Midscreen to corner== |
| | |
| | Midscreen, after an Air hit {{clr|A|214A}} or a TK {{clr|B|j.214B}} it’s possible to adjust the combo if the opponent reaches the corner. This can lead to stronger combos or better okizeme. |
| | |
| | As far as okizeme is concerned, ending with {{clr|B|6B}} is the best choice. It doesn't require any additional magatama but often implies sacrificing damage. |
| | * … > Air hit {{clr|A|214A}} > IAD {{clr|B|j.B}} > {{clr|B|j.2A}} > {{clr|C|5C}} > {{clr|A|6A}} > {{clr|B|6B}} |
| | * … > TK {{clr|B|j.214B}} > IAD j.{{clr|C|C}} > {{clr|C|5C}} or {{clr|C|6C}} > {{clr|A|6A}} > {{clr|B|6B}} |
| | |
| | Air combo enders are also possible to deal a bit more damage but the {{clr|A|j.214A}} is significantly worse. |
| | * … > Air hit {{clr|A|214A}} > IAD {{clr|B|j.B}} > {{clr|B|j.2A}} > {{clr|C|5C}} > {{clr|C|2C}} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|B|j.2A}}{{clr|C|C}} > {{clr|A|j.214A}} |
| | * … > TK {{clr|B|j.214B}} > IAD j.{{clr|C|C}} > {{clr|C|5C}} or {{clr|C|6C}} > {{clr|C|2C}} > {{clr|B|j.B}}{{clr|A|2A}} > jc > {{clr|B|j.2A}}{{clr|C|C}} > {{clr|A|j.214A}} |
| | |
| | {{clr|A|5A}} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} is a character specific route that deals more damage than the route above and may end with {{clr|C|6C }} > {{clr|C|5C }} for better okizeme. |
| | * … > Air hit {{clr|A|214A}} > 66 > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > 9jc > {{clr|B|j.2A}}{{clr|C|C}} > jc > {{clr|B|j.2A}}{{clr|C|C}} > {{clr|A|j.214A}} |
| | * … > Air hit {{clr|A|214A}} > 66 > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|A|623AA}} > {{clr|C|6C }} > {{clr|C|5C }} |
| | * … > {{clr|B|j.214B}} > IAD {{clr|C|j.2C}} > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > 9jc > {{clr|B|j.2A}}{{clr|C|C}} > jc > {{clr|B|j.2A}}{{clr|C|C}} > {{clr|A|j.214A}} |
| | * … > {{clr|B|j.214B}} > IAD {{clr|C|j.2C}} > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|A|623AA}} > {{clr|C|6C }} > {{clr|C|5C }} |
| | |
| | {{TheoryBox |
| | | Title = {{clr|B|236B }} midscreen to corner route. |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_236B_mtc.mp4 |
| | | Recipe = {{clr|B|2B}} > {{clr|B|236B }} > IAD Delay {{clr|C|j.2C }} > {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} |
| | | content = |
| | Midscreen to corner {{clr|B|236B }} conversion. The {{clr|C|j.2C }} has to be delayed significantly to combo into {{clr|B|2B }}. |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|B|2}} || ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|B|236B }} > IAD {{clr|A|j.2A }} > {{clr|C|j.C }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|2764}} || {{clr|B| 1.0}} || Situational route if the opponent is near corner after {{clr|B|236B }}. || |
| | |- |
| | || {{clr|C|3}} || ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|B|236B }} > IAD {{clr|C|j.2C }} > {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|3338}} || {{clr|B| 1.2}} || Situational route if the opponent is very close to the corner after {{clr|A|214A }}. || |
| | |- |
| | || {{clr|C|3}} || ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|B|236B }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|3557}} || {{clr|B| 1.5}} || Situational route if the opponent is very close to the corner after {{clr|A|214A }}. || |
| | |- |
| | || {{clr|B|2}} || ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|A|214A }} > {{clr|B|5B }} > {{clr|A|623AA }} > {{clr|B|5B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|2673}} || {{clr|B| 1.2}} || Situational route if the opponent is very close to the corner after {{clr|A|214A }}. || |
| | |- |
| | || {{clr|C|3}} || ({{clr|A|2A}}) > {{clr|B|2B}} > {{clr|A|623AA }} > {{clr|B|5B }} > {{clr|A|214A }} > 66 > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > jc > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A }} || {{clr|A|3220}} || {{clr|B| 1.3}} || Situational route if the opponent is near the corner after {{clr|A|6A }}. || |
| | |- |
| | || {{clr|0|0}} || Air Throw > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|3040}} || {{clr|B| 1.2}} || Situational route if the opponent is very close to the corner after {{clr|A|214A }} || |
| | |- |
| | || {{clr|C|3}} || {{clr|C|3C }}CH > {{clr|B|2B }} > {{clr|A|214A }} > IAD {{clr|B|j.B }} > {{clr|A|j.2A }} > {{clr|B|j.214B }} > AD > {{clr|C|j.C }} > {{clr|C|6C }} (level 2) > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|4273}} || {{clr|B| 1.5}} || Very high corner carry route. It works from roundstart position. || |
| | |- |
| | |} |
| | |
| | ==Back to corner== |
| | |
| | Hakumen's main way to corner swap is with {{clr|B|236B }} > {{clr|A|623A }} > (sideswap) {{clr|A|6A }} / {{clr|C|6C }} / {{clr|C|5C }} . While fairly expensive, it leads to high damage and is easily made accessible with wake-up OD. |
| | |
| | {{TheoryBox |
| | | Title = Basic {{clr|B|236B }} back to corner route |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Back_to_Corner.mp4 |
| | | Recipe = {{clr|A|2A }} > {{clr|B|2B }} > {{clr|B|236B }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > Land > 9jc > {{clr|A|2A}}{{clr|C|C}} > {{clr|A|2A}}{{clr|C|C}} > {{clr|A|j.214A}} |
| | | content = |
| | |
| | Basic and practical back to corner combo. As usual, the {{clr|A|6A }} has to be delayed a bit. |
| | |
| | {{clear}} |
| | }} |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Combo starter !! ... > 5A > 5B > 9hjc j.B2AC > 9jc > j.2AC > j.214A !! ... > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC > j.214A |
| | |- |
| | |
| | |- |
| | ||(3) ({{clr|A|2A }}) > {{clr|B|6B }} > {{clr|B|236B }} > {{clr|A|623A }} > {{clr|A|6A }} > {{clr|B|6B }} > ... |
| | ||({{clr|A|3329}},{{clr|B|1.0}}) |
| | ||({{clr|A|3467}},{{clr|B|1.1}}) |
| | |- |
| | |
| | |- |
| | ||(1)Back Throw > {{clr|A|623A }} > {{clr|C|6C }} > {{clr|A|6A }} > {{clr|B|6B }} > ... |
| | ||({{clr|A|3352}},{{clr|B|1.6}})* |
| | ||({{clr|A|3459}},{{clr|B|1.7}}) |
| | |- |
| | |
| | |- |
| | ||(1)Back Throw > {{clr|A|623A }} > {{clr|C|6C }} > {{clr|A|6A }} > {{clr|B|6B }} > ... |
| | ||({{clr|A|3352}},{{clr|B|1.6}})* |
| | ||({{clr|A|3459}},{{clr|B|1.7}}) |
| | |- |
| | |} |
| | |
| | * : Doesn’t work on Haku-men, Hazama, Kokonoe, Terumi, Celica |
| | |
| | Another common way to sideswap is with {{clr|D|5D}} and {{clr|D|2D}}. This is usually done to deal with the opponent's pressure or okizeme option. They both lead to reliable damage and are |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|B|2}} || {{clr|D|5D/2D }} > {{clr|A|623AA }} > {{clr|B|5B }} > hjc > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > {{clr|C|9jc }} > {{clr|A|j.2A}}{{clr|C|C}} > {{clr|A|j.214A }} || {{clr|A|2573}} || {{clr|B| 1.7}} || {{clr|A|623AA }} variation. An additional magatama is required to knockdown with {{clr|A|j.214A }}. This route is usually done if there isn't enough meter to go for {{clr|B|236B }} after {{clr|D|5D/2D }} || |
| | |- |
| | || {{clr|B|2}} || {{clr|D|5D/2D }} > {{clr|B|236B }} > IAD {{clr|A|j.2A}}{{clr|C|C}} > {{clr|C|5C }} > {{clr|C|5C }} || {{clr|A|2865}} || {{clr|B| 1.9}} || Higher reward than the route above and better knockdown. This route is very stable and overall the most useful back to corner {{clr|D|5D/2D }}. || |
| | |- |
| | || {{clr|B|2}} || {{clr|D|5D/2D }} > {{clr|B|236B }} > {{clr|C|7jc/8jc }} > AD{{clr|A|j.2A}}{{clr|C|C}} > {{clr|C|5C }} > {{clr|A|6A }} > {{clr|B|6B }} || {{clr|A|3030}} || {{clr|B| 2.1}} || More difficult version of the route above. The timing is very precise, if it fails {{clr|B|6B }} won't knockdown. || |
| | |- |
| | |} |
| | |
| | ==Overdrive== |
| | |
| | Hakumen boasts one of the strongest overdrives in the game. It drastically increases his meter gain meter and gives access to high damage combos. EA is also practical combo ender and deals high damage while in active flow. |
| | |
| | It is difficult to establish a list of optimal overdrive combos as they are heavily dependent on the amount of meter available and remaining life upon activation. Additionally, some combos may deal more damage but leave Hakumen with less magatame at the end of the combo. A compromise thus has to be found if the combo doesn't kill. At last, while EA triggers AF or may deal high damage while it's active, it leads to poor okizeme. In the corner, it's possible to freely roll forward to get out. |
| | |
| | With a few exceptions, overdrive combos follow a similar pattern: |
| | |
| | Starter > [High damage specials]*n > [Special > {{clr|C|5C}}]*n > EA |
| | |
| | In order to maximize damage, high damage specials with very good P2 ({{clr|C|41236C}}, {{clr|C|j.214C}}, CT) are often early in the combo. While they are expensive, their cost is offset by overdrive’s high meter gain. |
| | |
| | Raw OD Time: |
| | * 100 - 91%: 4s |
| | * 90 - 82%: 4.5s |
| | * 81 - 73%: 5s |
| | * 72 - 63%: 5.5s |
| | * 62 - 54%: 6s |
| | * 53 - 45%: 6.5 |
| | * 44 - 35%: 7s |
| | * 34 - 0%: 8s |
| | |
| | {{TheoryBox |
| | | Title = Raw overdrive |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Overdrive_632146C_Wave.mp4 |
| | | Recipe = OD > {{clr|C|5C }} > {{clr|C|41236C}}(1) > CT(charged) > {{clr|C|6C}} > {{clr|C|632146C}}(wave) > {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > EA |
| | | content = |
| | Raw overdrive into {{clr|C|41236C}} sample combo. In overdrive, {{clr|C|632146C}}'s wave causes a wallbounce midscreen enabling high damage combos. The {{clr|C|632146C}} has to be delayed a bit otherwise the sword hitbox will hit instead of the wave. |
| | {{clear}} |
| | }} |
| | |
| | ====Starter==== |
| | |
| | The main overdrive combo starter are as followed: |
| | |
| | '''OD cancel:''' |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Route !! Notes |
| | |- |
| | | {{clr|C|5C}} > ODc > {{clr|C|5C}} or {{clr|A|214A}} > ... || Most common OD starter. |
| | |- |
| | | AA {{clr|C|5C}} or CH {{clr|C|5C}} > ODc > 66 {{clr|C|j.214C}} > {{clr|C|5C}} > ... || On CH, CH can immediately combo into {{clr|C|41236C}}(1) or 66 {{clr|C|j.214C}}. |
| | |- |
| | | {{clr|B|2B}}/5B > ODc > {{clr|B|236B}} > {{clr|C|5C}} > ... || Burst safe {{clr|B|2B}} confirm. |
| | |- |
| | | {{clr|B|2B}}/5B > {{clr|B|236B}} > 9jc~ODc > {{clr|C|5C}} > ... || The {{clr|B|236B}} can be jump cancelled into ODc. |
| | |- |
| | | {{clr|B|2B}}/5B CH > ODc > {{clr|C|5C}} or {{clr|A|214A}} > ... || CH {{clr|B|2B}}/5B confirm. |
| | |- |
| | | {{clr|B|6B}} RC > ODc > {{clr|C|5C}} > ... || {{clr|B|6B}} RC confirm. With {{clr|B|6B}} RC > ODc the opponent has to burst immediately. |
| | |- |
| | | {{clr|B|6B}} RC > {{clr|C|5C}} > ODc > {{clr|C|5C}} > ... || {{clr|B|6B}} RC confirm. The opponent has more time to burst than the route above. Easier to do. |
| | |- |
| | | [Corner] {{clr|B|6B}} RC > {{clr|C|6C}} > {{clr|C|5C}} > ODc > ... || {{clr|C|6C}} RC corner confirm. |
| | |- |
| | | {{clr|C|j.214C}} > {{clr|C|5C}} > ODc > {{clr|C|5C}} > ... || {{clr|C|j.214C}} OD confirm. |
| | |- |
| | |} |
| | |
| | '''Drive starter:''' |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Route !! Notes |
| | |- |
| | | {{clr|D|2D}}/5D > ODc > {{clr|C|5C}} > ... || Basic {{clr|D|2D}}/5D ODc confirm. |
| | |- |
| | | {{clr|D|2D}}/5D > ODc > 66 {{clr|C|j.214C}} > {{clr|C|5C}} ... || Advanced {{clr|D|2D}}/5D confirm. Difficult. |
| | |- |
| | | {{clr|D|6D}} > ODc > {{clr|A|623A}} > {{clr|C|5C}} > ... || Practical {{clr|D|6D}} ODc confirm. Doesn't work back to corner. |
| | |- |
| | | {{clr|D|6D}} > ODc > {{clr|C|632146C}} > {{clr|A|623A}} > {{clr|C|5C}} ... || Requires more meter but is easier and not position specific. |
| | |- |
| | | {{clr|D|j.D}} > ODc > {{clr|C|j.214C}} > {{clr|C|5C}} > ... || Basic {{clr|D|j.D}} ODc confirm. |
| | |- |
| | |} |
| | |
| | '''Raw OD:''' |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Route !! Notes |
| | |- |
| | | OD > {{clr|C|5C}} || Raw OD punish. |
| | |- |
| | | OD > {{clr|B|5B}} CH > ({{clr|C|41236C}}(1)) || Anti-grab OD punish. |
| | |- |
| | |} |
| | |
| | ====Extender==== |
| | |
| | After {{clr|C|5C}}: |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Route !! Notes |
| | |- |
| | | ... > {{clr|C|41236C}}(1) > CT(charged) > {{clr|C|5C}} > ... (~1.4 seconds) || Basic combo extender after {{clr|C|5C}}. |
| | |- |
| | | ... > {{clr|C|41236C}}(1) > CT(charged) > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|C|2C}} > {{clr|B|j.214B}} > IAD {{clr|C|j.2C}} > {{clr|C|5C}} > ... (~3.2 seconds) || Common combo extender after {{clr|C|5C}}. Doesn't work if the combo is too long. |
| | |- |
| | | ... > {{clr|C|41236C}}(1) > CT(charged) > {{clr|C|2C}} > {{clr|B|j.214B}} > IAD {{clr|C|j.2C}} > {{clr|C|5C}} > ... (~2.8 seconds) || Cheaper than the route above, used primarily if there isn't meter for {{clr|C|5C}} > {{clr|A|623A}} > {{clr|C|2C}}. Situational. |
| | |- |
| | | ... > {{clr|C|41236C}}(1) > CT(charged) > {{clr|C|6C}} > {{clr|C|632146C}}(wave) > {{clr|A|623A}} > {{clr|C|5C}} or [{{clr|A|6A}} > {{clr|B|6B}}] > ... (~2.8 seconds / ~3.6 seconds) || Midscreen very high damage route. Requires at least 6 magatama before {{clr|C|41236C}}(1). |
| | |- |
| | |[Corner] ... > {{clr|C|41236C}}(1) > {{clr|A|623A}} > {{clr|C|6C}} (level 2) > {{clr|C|2C}} > {{clr|C|j.C}} > {{clr|B|j.214B}} > IAD {{clr|C|j.C}} > {{clr|C|5C}} > ({{clr|A|6A}} > {{clr|B|6B}}) ... (~3.3 seconds) || Practical corner combo extender. |
| | |- |
| | |[Corner] ... > {{clr|C|41236C}}(1) > CT(charged) > {{clr|C|6C}} > {{clr|C|2C}} > {{clr|C|j.C}} > {{clr|B|j.214B}} > IAD {{clr|C|j.C}} > {{clr|C|5C}} > ({{clr|A|6A}} > {{clr|B|6B}}) ... (~3.8 seconds) || Practical corner combo extender. |
| | |- |
| | |} |
| | |
| | ====Combo enders==== |
| | |
| | The remaining part of the combo is where it gets tricky. Depending on how much OD time and meter is left, it's possible to further extend the combo. |
| | |
| | The core idea is to repeatedely loop {{clr|C|5C}} followed by special moves. The main way to extend the combos are: |
| | * ... > {{clr|C|5C}} > {{clr|B|236B}} > {{clr|C|5C}} or [{{clr|A|6A}} > {{clr|B|6B}}] > ... |
| | * ... > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|C|5C}} or [{{clr|A|6A}} > {{clr|B|6B}}] > ... |
| | * ... > {{clr|C|5C}} > {{clr|A|214A}} > {{clr|A|623A}} > {{clr|C|5C}} or [{{clr|A|6A}} > {{clr|B|6B}}] > ... |
| | |
| | And the end the combo with {{clr|C|5C}} > EA or {{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}}/214D > EA. {{clr|A|6A}} > {{clr|B|6B}} In the corner, another common combo ender is {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > {{clr|C|632146C}} > {{clr|A|623A}} > {{clr|C|5C}} > EA. |
| | |
| | In order to adjust the combo, it is recommended to check how much meter and OD time is left after every {{clr|C|5C}} to make sure it's possible to extend the combo and being able to end with EA. |
| | |
| | The basic combo enders and how much time they require as followed: |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Route !! Notes |
| | |- |
| | | … > {{clr|C|5C}} > EA (Any amount of OD left) || Basic combo ender. |
| | |- |
| | | … > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|C|5C}} > EA (~0.5 seconds) || Basic combo ender. It doesn't work if the opponent is too close to the ground, like after {{clr|C|j.214C}}. |
| | |- |
| | | … > {{clr|C|5C}} > {{clr|A|214A}} > {{clr|A|623A}} > {{clr|C|5C}} > EA (0.75 second after {{clr|C|5C}}) || Adds a bit of damage and corner carry. Pay attention to your meter to make sure you have enough meter to {{clr|A|623A}}. |
| | |- |
| | | … > {{clr|C|5C}} > {{clr|B|236B}} > {{clr|C|5C}} > EA (~1.0 second after {{clr|C|5C}}/5A) || Fairly high damage extender. |
| | |- |
| | | … > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}} > EA (~0.9 seconds after {{clr|A|6A}}) || Basic meterless combo ender. Practical early game to generates a lot of meter. |
| | |- |
| | | … > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > EA (~1.2 seconds after {{clr|A|6A}}) || Basic high damage combo ender. Often used to end a round midscreen. |
| | |- |
| | | … > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}} > {{clr|B|236B}} > {{clr|C|5C}} > EA (~1.8 second after {{clr|A|6A}}) || Situational extender. Used if there isn't enough meter for {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}}. |
| | |- |
| | |} |
| | |
| | The following enders are combinations of the multiple enders listed above. It is not necessary to learn them by heart. They are here to provide an idea on how to articulate them and highlight how much time they take. |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Route !! Notes |
| | |- |
| | | … > {{clr|C|5C}} > {{clr|A|214A}} > {{clr|A|623A}} > Delay {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > EA (~2.2 second after {{clr|C|5C}}) || Practical high damage combo ender midscreen. The {{clr|A|6A}} needs to be delayed. The route is a bit unstable. |
| | |- |
| | | … > {{clr|C|5C}} > {{clr|A|214A}} > {{clr|A|623A}} > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > EA (~2.5 second after {{clr|C|5C}}) || Practical high damage combo ender midscreen. More stable than the route above. |
| | |- |
| | | … > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|C|5C}} > {{clr|A|214A}} > {{clr|A|623A}} > {{clr|C|5C}} > EA (~1.2 second after {{clr|C|5C}}) || Practical midscreen combo ender. |
| | |- |
| | | … > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|C|5C}} > {{clr|A|214A}} > {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > EA (~1.2 second after {{clr|C|5C}}) || Practical midscreen combo ender. |
| | |- |
| | | … > {{clr|C|5C}} or [{{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}}] > {{clr|B|236B}} > {{clr|C|5C}} > {{clr|A|214A}} > {{clr|A|623A}} > {{clr|C|5C}} > EA (~1.7 seconds after {{clr|C|5C}}/5A) || Basic {{clr|B|236B}} extender into corner carry. |
| | |- |
| | | … > {{clr|C|5C}} or [{{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}}] > {{clr|B|236B}} > Delay {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > EA (~2.3 seconds after {{clr|C|5C}}/5A) || The {{clr|A|6A}} has to be delayed. The route is a bit unstable. |
| | |- |
| | | … > {{clr|C|5C}} or [{{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}}] > {{clr|B|236B}} > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > {{clr|C|5C}} > EA (~2.6 seconds after {{clr|C|5C}}/5A) || High damage combo ender. |
| | |- |
| | | … > {{clr|C|5C}} or [{{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}}] > {{clr|B|236B}} > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|C|5C}} > {{clr|A|214A}} > {{clr|A|623A}} > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|C|5C}} > EA (~2.7 seconds after {{clr|C|5C}}/5A) || High corner carry route. |
| | |- |
| | | … > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|C|5C}} > {{clr|B|236B}} > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|C|5C}} > {{clr|A|214A}} > {{clr|A|623A}} > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|C|5C}} > EA (~3.3 seconds after {{clr|C|5C}}) || Very high corner carry route. |
| | |- |
| | | … > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|C|5C}} > {{clr|B|236B}} > {{clr|C|5C}} > {{clr|A|214A}} > {{clr|A|623A}} > {{clr|C|5C}} > {{clr|A|623A}} > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|D|214D}} > EA (~4.1 seconds after {{clr|C|5C}}) || Very high damage route. |
| | |- |
| | |} |
| | |
| | |
| | ====Miscellaneous OD combos==== |
| | |
| | {{TheoryBox |
| | | Title = Throw overdrive cancel |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Corner_Throw_OD.mp4 |
| | | Recipe = Forward Throw > ODc > {{clr|C|6C }} (level 2) > {{clr|C|5C }} > {{clr|A|214A }} > {{clr|B|5B }} > TK {{clr|B|j.214B }} > AD > {{clr|C|j.C }} > {{clr|C|5C }} > EA |
| | | content = |
| | |
| | Throw into overdrive is unburstable and lead to reliable sources of damage even with low magatama. Forward Throw > ODc combos into {{clr|C|6C }} (level 2) which is one of Hakumen's best combo filler normal as it deals high damage and has an excellent proration. Throw is a short starter and has a fairly bad P2. As such, the very expensive OD routes do not add that much damage compared to the low meter routes. Therefore, this route is overall an excellent compromise. |
| | |
| | {{clear}} |
| | }} |
| | |
| | '''Midscreen:''' |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|0|0}} || [90%~82%]Forward Throw > ODc > 66 > {{clr|C|2C }} > {{clr|C|8jc }} > {{clr|C|j.2C }} > {{clr|B|j.214B }} > IAD {{clr|C|j.2C }} > {{clr|C|5C }} > EA || {{clr|A|3364}} || {{clr|B| }} || Situational low meter Throw OD combo. This route is primarily used to end the round while low on resources. || |
| | |- |
| | |} |
| | |
| | '''Corner:''' |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|0|0}} || [100%~91%] Forward Throw > ODc > {{clr|C|6C }} (level 2) > {{clr|C|5C }} > {{clr|A|214A }} > EA || {{clr|A|3184}} || {{clr|B| }} || Useful Throw OD combo at high health. || |
| | |- |
| | || {{clr|0|0}} || [72%~63%] Forward Throw > ODc > {{clr|C|6C }} (level 2) > {{clr|C|5C }} > {{clr|A|214A }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|A|5A }} > EA || {{clr|A|3495}} || {{clr|B| }} || Variation of the route above with a bit less health available. || |
| | |- |
| | || {{clr|0|0}} || [53%~45%] Forward Throw > ODc > {{clr|C|6C }} (level 2) > {{clr|C|5C }} > {{clr|A|214A }} > {{clr|B|5B }} > TK {{clr|B|j.214B }} > AD > {{clr|C|j.C }} > {{clr|C|5C }} > EA || {{clr|A|3879}} || {{clr|B| }} || Practical mid health Throw OD combo. Solid round ender. || |
| | |- |
| | |
| | |} |
| | |
| | '''Back to corner:''' |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter used !! Combo !! Damage !! Meter gained !! Notes !! Video |
| | |- |
| | || {{clr|A|1}} || [100%] {{clr|D|OD }} > {{clr|B|2B }} > {{clr|B|236B }} > {{clr|A|623A }} > {{clr|C|6C }} > {{clr|C|5C }} > {{clr|A|214A }} > {{clr|B|5B }} > {{clr|B|j.214B }} > IAD {{clr|C|j.C }} > {{clr|C|5C }} > EA || {{clr|A|4321}} || {{clr|B| }} || Practical sideswap combo. || |
| | |- |
| | |} |
| | |
| | ====ODc as combo ender==== |
| | |
| | Any corner combo ending with {{clr|C|j.C}} > {{clr|C|5C}} > … can be canceled into OD to deal a lot of damage and end the round. |
| | |
| | {{TheoryBox |
| | | Title = Overdrive ender |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_OD_ender.mp4 |
| | | Recipe = {{clr|B|2B }} > {{clr|B|236B }} > IAD {{clr|A|j.2A }} > {{clr|C|j.C }} > {{clr|C|5C }} > ODc > {{clr|C|6C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|D|214D }} > {{clr|C|632146C }} > {{clr|A|623A }} > EA |
| | | content = |
| | |
| | Basic combo late overdrive cancel to go into super and EA. Often done at the end of a round if the opponent is low enough on health and close too getting burst back. |
| | |
| | {{clear}} |
| | }} |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Meter required !! Combo !! Notes |
| | |- |
| | || {{clr|A|1}} || [81-73% 5s]… > {{clr|C|j.C }} > {{clr|C|5C }} > ODc > {{clr|C|6C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|C|632146C }} > {{clr|A|623A }} > Walk back {{clr|C|5C }} > EA || The walk back is here to prevent {{clr|C|5C}} from whiffing. |
| | |- |
| | || {{clr|A|1}} || [72-63% 5.5s]… > {{clr|C|j.C }} > {{clr|C|5C }} > ODc > {{clr|C|6C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|C|632146C }} > {{clr|A|623A }} > {{clr|C|5C }} > {{clr|A|214 }} > EA || Variation of the route above, more stable. |
| | |- |
| | || {{clr|B|2}} || [62-54% 6s]… > {{clr|C|j.C }} > {{clr|C|5C }} > ODc > {{clr|C|6C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|C|632146C }} > Delay {{clr|D|214D }} > EA || High damage combo ender. |
| | |- |
| | || {{clr|B|2}} || [53-45% 6.5s]… > {{clr|C|j.C }} > {{clr|C|5C }} > ODc > {{clr|C|6C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|D|214D }} > {{clr|C|632146C }} > {{clr|A|623A }} > EA || Very high damage combo ender. |
| | |- |
| | |
| | || {{clr|B|2}} || [44-35% 7s]… > {{clr|C|j.C }} > {{clr|C|5C }} > ODc > {{clr|C|6C }} > {{clr|A|6A }} > {{clr|B|6B }} > {{clr|D|214D }} > {{clr|C|632146C }} > {{clr|A|623A }} > Walk back {{clr|C|5C }} > EA || Very high damage combo ender. |
| | |- |
| | |
| | |} |
| | |
| | ==Mugen== |
| | |
| | Aside from overdrive, Haku-men has a situational comeback mechanism in the form of Mugen ({{clr|B|214214B}}). |
| | Costing 8 magatamas and lasting ~7 seconds, it allows Hakumen to perform specials and supers without spending magatamas and removes their same-move proration. This makes Mugen combos extremely deadly, capable of hitting in the ten thousand with a good starter. |
| | |
| | However, it suffers from several flaws. First of all, there are only a few ways to combo into Mugen since it has a lot of recovery. Namely, {{clr|A|6A}} CH and a fully charged {{clr|C|6C}}. |
| | As such Mugen is often activated in neutral. Unfortunately, this means the opponent can just run away from Haku-men while Mugen is active or punish it during the start-up. |
| | Alternatively, it is possible to end a combo with {{clr|C|3C}} or {{clr|B|6B}} with 8 magatamas and cancel them into Mugen. |
| | Mugen is almost always combined with overdrive. OD freezes Mugen’s meter depletion while it is active, making it last a lot longer. Additionally, this makes Mugen combos unburstable. |
| | Similarly to OD combos, most Mugen combos follow a similar pattern: |
| | |
| | Starter > Loop with {{clr|C|41236C}} > combo ender. |
| | |
| | {{TheoryBox |
| | | Title = Mugen |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Mugen.mp4 |
| | | Recipe = {{clr|A|6A}} CH > {{clr|B|214214B}} > {{clr|B|236B}} > ({{clr|C|41236C}} > {{clr|A|623A}})x8 > {{clr|C|41236C}} > {{clr|C|632146C}} > {{clr|A|623A}} > {{clr|C|632146C}} |
| | | content = |
| | ({{clr|C|41236C}} > {{clr|A|623A}})xN is the main Mugen combo filler. It isn't too difficult but requires a bit of practice to get the rhythm down. The main Mugen combo ender is {{clr|C|632146C}}, if Overdrive active it is also possible to time a OD {{clr|C|632146C}} > {{clr|A|623A}} > {{clr|C|632146C}} or OD {{clr|C|632146C}} > {{clr|C|632146C}} before OD ends. |
| | |
| | {{clear}} |
| | }} |
| | |
| | ===Starter=== |
| | |
| | The starter is essentially anything that can lead into {{clr|C|41236C}}. |
| | *{{clr|A|6A}} CH > {{clr|B|214214B}} > {{clr|B|236B}} > {{clr|C|41236C}} (1) > ... |
| | *{{clr|C|6C}} (level 3) > {{clr|B|214214B}} > {{clr|C|5C}} > {{clr|C|41236C}} (1) > ... |
| | |
| | Following {{clr|C|41236C}}(1), the loop can be started. |
| | |
| | ===Loop=== |
| | |
| | In CF2, there are 2 major Mugen loops. They both provide high damage and great corner carry. |
| | |
| | *{{clr|C|41236C}} (1) > {{clr|A|623A}} > {{clr|C|41236C}} (1) > … |
| | |
| | The more damaging one, but is slightly harder to do. Practicing it a lot on both sides of the screen is recommended as it is not necessarily easy and dropping it a match will often result in a round loss. |
| | |
| | *{{clr|C|41236C}} (1) > {{clr|D|214D}} > {{clr|C|41236C}} (1) > … |
| | |
| | It takes more time than the other route, as such fewer loops are doable and it deals less damage. Its selling point is it’s execution. This loop is extremely easy to do and is consistent. Mugen combos are combos that must not be dropped as the stakes are very high. |
| | It’s mostly practical when a 10k combo isn’t required to kill but only 6~8k.. |
| | |
| | ====Mugen combo enders==== |
| | |
| | In Mugen, supers do not cost anything either, which means that Shippu ({{clr|C|632146C}}) is an ideal combo ender when nearly out of Mugen as it will deal 1000 minimum damage once, and 200 if used multiple times. Moreover, OD Shippu and regular Shippu count as different supers and will both deal 1000 damage each if used consecutively. As such, one of the best ways to end a Mugen combo is to use {{clr|C|632146C}} while nearly out of OD and follow it up with a regular {{clr|C|632146C}}. |
| | |
| | *… > {{clr|C|41236C}} (1) > (0.1s~0.5s) OD {{clr|C|632146C}} > {{clr|A|623A}} > {{clr|C|632146C}} |
| | |
| | ==Execution tips== |
| | |
| | {{TheoryBox |
| | | Title = {{clr|B|j.214B}} > Delay AD > Delay {{clr|C|j.2C}} |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_j214B.mp4 |
| | | content = |
| | A bit tricky, the AD has to be delayed a little and hit with {{clr|C|j.2C}} at a precise height. The opponent has to be slightly above Hakumen when the {{clr|C|j.2C}} hits. If they are too low, it won't link into {{clr|A|6A}}. |
| | |
| | {{clear}} |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = {{clr|B|236B}} > IAD > Delay {{clr|C|j.2C}} > {{clr|B|2B}} |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_j2C_2B.mp4 |
| | | content = |
| | The airdash has to be done as early as possible and the {{clr|C|j.2C}} has to be delayed a little, if done too early Hakumen will land to late and there won’t be enough hitstun to hit with {{clr|B|2B}}. |
| | |
| | {{clear}} |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = {{clr|B|236B}} > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|B|2B}} |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_6B_2B.mp4 |
| | | content = |
| | {{clr|A|6A}} has to hit the opponent at a certain height, above {{clr|B|6B}} will whiff, below {{clr|B|2B}} won’t hit. |
| | |
| | {{clear}} |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = Midscreen: {{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}} > 9jc > {{clr|B|j.B}} |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_5A_jB.mp4 |
| | | content = |
| | Advanced midscreen route that is heavily character and distance specific. |
| | |
| | *Works on (Easy): Ragna, Litchi, Arakune, Haku-men, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai. |
| | *Delay 6A (Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel, Rachel, Taokaka, Tager, Makoto. |
| | *Doesn't work on: Carl, Platinum, Celica. |
| | {{clear}} |
| | }} |
| | |
| | |
| | {{TheoryBox |
| | | Title = Midscreen: {{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}} > {{clr|A|5B}} |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Midscreen_623AA_6A_6B.mp4 |
| | | content = |
| | Advanced midscreen route that is heavily character and distance specific. |
| | |
| | *Works on (Easy): Ragna, Litchi, Arakune, Nu, Tsubaki, Hazama, Mu, Valkenhayn, Relius, Izayoi, Amane, Bullet, Azrael, Kagura, Kokonoe, Terumi, Lambda, Hibiki, Nine, Naoto, Izanami, Susanoo, Es, Mai. |
| | *Delay 6A (Hard, 6B/j.B whiffs otherwise): Jin, Bang, Noel,Tager. |
| | *Doesn't work on: Rachel, Taokaka, Carl, Haku-men, Makoto, Platinum, Celica. |
| | {{clear}} |
| | }} |
| | |
| | |
| | {{TheoryBox |
| | | Title = {{clr|A|623AA}} > {{clr|B|5B}} > {{clr|A|214A}} |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_5B_214A.mp4 |
| | | content = |
| | |
| | The {{clr|A|214A}} need to be delayed against Valkenhayn, Azrael, Kagura and Mai. |
| | |
| | |
| | {{clear}} |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = OTG {{clr|B|2B}} > {{clr|A|214A}} > IAD {{clr|B|j.B}} > {{clr|A|j.2A}} > {{clr|C|5C}} |
| | | Oneliner = Visual guide |
| | | Difficulty = Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_3C_CH.mp4 |
| | | content = |
| | |
| | A near universal timing at close range is {{clr|A|214A}} > Delay 8jc > AD > {{clr|B|j.B}} > {{clr|A|j.2A}}, it's a bit harder to do but it works on everyone except Kagura. To practice the timing, try that route on Litchi or Izanami. |
| | |
| | See the the character specific table in the section below for a list of the easier/recommended timings. |
| | |
| | {{clear}} |
| | }} |
| | |
| | {{TheoryBox |
| | | Title = {{clr|A|5A}} > {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} |
| | | Oneliner = Visual guide |
| | | Difficulty = Easy / Medium |
| | | Anchor = ThrowMid2 |
| | | Video = BBCF_Hakumen_Combo_Corner_5A_jABC.mp4 |
| | | content = |
| | |
| | *It doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami. |
| | *Delay {{clr|B|6B}} and/or {{clr|A|5A}}, {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei |
| | *Delay {{clr|A|5A}}, 8jc, {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} as fast as possible on: Celica. |
| | |
| | |
| | {{clear}} |
| | }} |
| | Additionally, the following routes are universal: |
| | |
| | * {{clr|B|236B}} > IAD {{clr|C|j.2C}} > {{clr|B|2B}} |
| | * {{clr|B|236B}} > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|B|2B}} |
| | * {{clr|B|236B}} > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}} > {{clr|B|5B}} |
| | * {{clr|B|236B}} > IAD {{clr|C|j.2C}} > {{clr|B|2B}} > {{clr|A|214A}} > 66 > {{clr|B|5B}} |
| | * {{clr|B|236B}} > {{clr|A|6A}} > {{clr|B|6B}} > {{clr|B|2B}} > {{clr|A|214A}} > 66 > {{clr|B|5B}} |
| | * {{clr|A|623AA}} > {{clr|B|5B}} > hjc {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C}} |
| | * [Crouching] {{clr|A|214A}} > 2C > hjc {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C}} |
| | * [Corner] {{clr|A|6A}} > {{clr|B|6B}} > {{clr|A|5A}} > {{clr|B|5B}} > hjc {{clr|B|j.B}}{{clr|A|2A}}{{clr|C|C}} > jc > {{clr|C|j.C}} |
| | |
| | ==Character specific== |
| | |
| | {| class="wikitable sortable" border="1" style="min-width: 1000px; style="margin: 1em auto 1em auto;text-align: center" |
| | |- |
| | ! Character specific routes || Midscreen: 623AA > 6A > 6B > 5A > j.B || Midscreen: 623AA > 6A > 6B > 5A > 5B > j.B || Midscreen: 3C CH > 2B > 214A > IAD j.B > j.2A > 5C || Corner: 6A > 6B > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC || Corner: 6A > 6B > 5A > j.B2AC > 623AA > 6C > 5C || Corner: 214A > 2C > 9jc > j.C > 9jc > Delay j.2AC > Land > 9jc > j.C || Air ender: 214A > 2C > hjc > j.B2AC > 9jc > j.2AC || Air ender: 623AA > 5B > hjc > j.B2AC > Delay 9jc > j.2AC || Air ender: 6A > 6B > 5A > 5B > hjc > j.B2AC > Delay 9jc > j.2AC || Air ender: 214A > 2C > hjc > j.B2A > 9jc > j.B2AC || Air ender: 623AA > 5B > hjc > j.B2A > 9jc > j.B2AC || Air ender: 6A > 6B > 5A > 5B > hjc > j.B2A > 9jc > j.B2AC || Air ender: 214A > 2C > hjc > j.B2AC > 9jc > j.AA > j.214A || Air ender: 623AA > 5B > hjc > j.B2AC > 9jc > j.AA > j.214A || Air ender: 6A > 6B > 5A > 5B > hjc > j.B2AC > 9jc > j.AA > j.214A || Air Ender: 2C > hjc j.B2AC > 9jc > j.B > j.214A || Additional notes: |
| | |- |
| | || {{Character Label|BBCF|Ragna|size=48px}} || Yes || Yes || Easy || Yes || Yes || Yes || Yes || Yes || Yes || Yes || Yes || Yes || Yes || Yes || Yes || No || *** |
| | |
| | |- |
| | || {{Character Label|BBCF|Jin|size=48px}} || Delay 6A || Delay 6A || Easy || Yes || Yes || Yes || No || No || No || Yes || Yes || Yes || Yes || No || No || No || *** |
| | |
| | |- |
| | || {{Character Label|BBCF|Noel|size=48px}} || Delay 6A || Delay 6A || Easy || Yes || Yes || Yes || No || No || No || No || No || Yes || Yes || No || No || No || *** |
| | |
| | |- |
| | || {{Character Label|BBCF|Rachel|size=48px}} || Delay 6A || No || Easy, at max range: 7hjc IAD j.B > Delay j.2A. || No || No || Yes || No || No || No || No || No || Yes || Yes || No || No || No || *** |
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| | || {{Character Label|BBCF|Taokaka|size=48px}} || Delay 6A || No || Easy, 2B whiffs at max range. || Yes || Yes || Yes || No || No || No || No || Yes || Yes || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Tager|size=48px}} || Delay 6A || Delay 6A || 7hjc IAD j.B > Delay j.2A. || No || No || Difficult || No || No || No || No || No || Yes || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Litchi|size=48px}} || Yes || Yes || Easy, at max range: 7hjc IAD j.B > Delay j.2A. || Yes || Yes || Yes || No || No || No || Yes || Yes || Yes || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Arakune|size=48px}} || Yes || Yes || 9jc > IAD j.B > j.2A. At close range 9hjc or delay the 5C. 2B whiffs at max range. || Yes || Yes || Yes || No || No || No || No || Yes || Yes || Yes || No || No || No || *** |
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| | || {{Character Label|BBCF|Bang|size=48px}} || Delay 6A || Delay 6A || Easy, at max range: 7hjc IAD j.B > Delay j.2A. || Yes || No || Yes || No || No || No || Yes || Yes || Yes || Yes || No || No || No || *** |
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| | || {{Character Label|BBCF|Carl|size=48px}} || No || No || Easy || Delay 6B and/or 5A, j.B2AC as fast as possible. || No || Yes || No || No || No || No || Yes || Yes || No || No || No || No || *** |
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| | || {{Character Label|BBCF|Hakumen|size=48px}} || Yes || No || Easy || Yes || Yes || Yes || Yes || Yes || Yes || Yes || Yes || No || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Nu|size=48px}} || Yes || Yes || Easy, at max range: 7hjc IAD j.B > Delay j.2A. || Yes || Yes || Yes || No || No || No || No || Yes || Yes || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Tsubaki|size=48px}} || Yes || Yes || 9jc IAD > j.B > j.2A. 7hjc IAD j.B > Delay j.2A feels easier at some ranges. || Yes || Yes || Yes || No || No || No || No || No || Yes || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Hazama|size=48px}} || Yes || Yes || Easy || Yes || Yes || Yes || No || No || No || Yes || Yes || No || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Mu|size=48px}}|| Yes || Yes || Easy || Yes || Yes || Yes || Yes || No || No || No || Yes || Yes || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Makoto|size=48px}} || Delay 6A || No || Easy, at max range: 7hjc IAD j.B > Delay j.2A. || Yes || Yes || Yes || No || No || No || No || Yes || Yes || No || No || No || No || *** |
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| | || {{Character Label|BBCF|Valkenhayn|size=48px}} || Yes || Yes || 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C || No || No || Difficult || Yes || Yes || Yes || No || No || No || Yes || Yes || Yes || Yes || *** |
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| | || {{Character Label|BBCF|Platinum|size=48px}} || Delay 6A, unstable || No || Easy || Yes || Yes || Yes || No || No || No || Yes || Yes || Yes || Yes || No || No || No || *** |
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| | || {{Character Label|BBCF|Relius|size=48px}} || Yes || Yes || 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C || Yes || Yes || Yes || Yes || Yes || Yes || No || No || Yes || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Izayoi|size=48px}} || Yes || Yes || 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C || No || No || Difficult || No || No || No || No || No || Yes || Yes || No || Yes || No || *** |
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| | || {{Character Label|BBCF|Amane|size=48px}} || Yes || Yes || 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C || No || No || Yes || No || No || No || No || No || Yes || Yes || No || No || No || *** |
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| | || {{Character Label|BBCF|Bullet|size=48px}} || Yes || Yes || 7hjc IAD j.B > j.2A. (Hard), 2B whiffs at max range. || No || No || No || No || No || No || No || No || No || Yes || No || No || No || *** |
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| | || {{Character Label|BBCF|Azrael|size=48px}} || Yes || Yes || 9jc > IAD j.B > j.2A. Delaying the 5C makes it more stable. || Delay 6B and/or 5A, j.B2AC as fast as possible. || Delay 6B and/or 5A, j.B2AC as fast as possible. || Yes || Yes || Yes || Yes || No || No || Yes || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Kagura|size=48px}} || Yes || Yes || 9jc > IAD j.B > j.2A, doesn't work at max range. || Yes || Yes || Yes || No || No || No || No || No || Yes || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Kokonoe|size=48px}} || Yes || Yes || Easy || Yes || Yes || Yes || No || No || No || No || Yes || No || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Terumi|size=48px}} || Yes || Yes || Easy || Yes || Yes || Yes || No || No || No || Yes || Yes || No || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Celica|size=48px}} || No || No || 7hjc IAD j.B > j.2A or 9jc > IAD j.B > j.2A > Delay 5C || Delay 5A, 8jc, j.B2AC as fast as possible. || Delay 5A, 8jc, j.B2AC as fast as possible. || Yes || Yes || No || No || No || No || No || Yes || No || No || No || *** |
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| | || {{Character Label|BBCF|Lambda|size=48px}} || Yes || Yes || Easy, at max range: 7hjc IAD j.B > Delay j.2A. || Yes || Yes || Yes || No || No || No || No || Yes || Yes || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Hibiki|size=48px}} || Yes || Yes || 7hjc/7jc IAD j.B > j.2A. || No || No || Difficult || No || No || No || No || No || No || Yes || No || No || No || *** |
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| | || {{Character Label|BBCF|Nine|size=48px}} || Yes || Yes || 9jc > IAD j.B > j.2A. Near max range: 7hjc IAD j.B > Delay j.2A. 2B whiffs at max at range || Yes || Yes || Yes || No || No || No || No || Yes || Yes || Yes || Yes || Yes || No || 236B > 6A > 6B > 2B is guaranteed on her. There is even a unique route on her: Grounded 623AA > 6A > 6B > 2B [video](https://youtu.be/RvD2NOdewlQ) |
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| | || {{Character Label|BBCF|Naoto|size=48px}} || Yes || Yes || 9jc > IAD j.B > j.2A > Delay 5C. || No || No || Difficult || Yes || Yes || Yes || No || No || No || Yes || Yes || No || No || *** |
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| | || {{Character Label|BBCF|Izanami|size=48px}}|| Yes || Yes || 9jc > IAD j.B > j.2A > Delay 5C. || No || No || No || No || No || No || No || No || No || No || No || No || No || Very annoying to combo on her. |
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| | || {{Character Label|BBCF|Susanoo|size=48px}}|| Yes || Yes || Easy || Delay 6B and/or 5A, j.B2AC as fast as possible. || Delay 6B and/or 5A, j.B2AC as fast as possible. || Yes || Yes || Yes || Yes || No || No || Yes || Yes || Yes || Yes || No || *** |
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| | || {{Character Label|BBCF|Es|size=48px}} || Yes || Yes || 9jc > IAD j.B > j.2A. 2B whiffs at max range || Yes || Yes || Yes || No || No || No || No || No || Yes || Yes || No || No || No || *** |
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| | || {{Character Label|BBCF|Mai|size=48px}} || Yes || Yes || 9jc > IAD j.B > j.2A > Delay 5C. || Delay 6B and/or 5A, j.B2AC as fast as possible. || Delay 6B and/or 5A, j.B2AC as fast as possible. || Yes || Yes || Yes || Yes || No || No || Yes || Yes || No || No || No || *** |
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| | || {{Character Label|BBCF|Jubei|size=48px}} || Delay 6A. If able, do 214A > 2C, it's guaranteed on him. || No || 9jc > IAD j.B > j.2A > Delay 5C. || Delay 6B and/or 5A, j.B2AC as fast as possible . || Delay 6B and/or 5A, j.B2AC as fast as possible . || Yes || No || No || No || No || No || Yes || Yes || No || No || No || Since Jubei is always considered crouched. 214A > 2C is guaranteed on him. |
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| | |} |
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| ==Video Examples== | | ==Video Examples== |
| | {{#ev:youtube|xDDREu7AA4U}} |
| | {{#ev:youtube|RjfoqzE_f_Y}} |
| | {{#ev:youtube|UFVaXbdEEPM}} |
| | {{#ev:youtube|QqleDsBT3JY}} |
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| | <br style="clear:both;"/> |
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| <br clear=all/> | | ==Navigation== |
| ----
| | <center>{{Character Label|BBCF|Hakumen|size=42px}}</center> |
| {{CharLinks |charMainPage=BBCF/Hakumen | | {{BBCF/CharacterLinks}} |
| |videos=http://www.dustloop.com/forums/index.php?/forums/forum/67-hakumen/
| | {{BBCF/Navigation}} |
| |forums=http://horibuna.web.fc2.com/BBCF/BBCF_HK.html
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| }} | |
| {{Navbar-BBCF}} | |
| [[Category:BlazBlue]]
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| [[Category:BlazBlue Characters]]
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