Hakumen
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Health: 18,000
Jump Startup: 4F
Backdash Time 15F / Invul: 1-7F All
- Movement Options
- Double Jump, 1 Airdash, Dash Type: Hop
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Overview[edit]
"I am the white void... I am the cold steel... I am the just sword... With blade in hand I shall reap the sins of this world and cleanse it with the fires of destruction. I am Hakumen... The end has come!"
Backstory[edit]
Hakumen is the former leader of the Six Heroes who combated the Black Beast and ended the Dark War in the series` backstory almost a century ago. After the war, Hakumen found himself in a battle with Yuuki Terumi, who had betrayed the other five heroes. Nearly completely defeated, and seeing no other choice, he sacrificed himself by forcefully sealing both him and Terumi away in the boundary. 100 years later, Kokonoe salvages a portion of his existence from the boundary, whereupon he resumes his quest for justice and to exact revenge on Terumi. Hakumen's sword is a Nox Nyctores weapon named the "Slaying Demon: Okami." By channeling the Susano'o Unit's limitless energy and abilities, it is powerful enough to slash through and erase one's existence from time itself. This gives Hakumen the means to kill beings otherwise considered immortal, which designates him as one of the most dangerous and deadliest warriors to face in the Blazblue universe.
Mysteriously similar to Jin Kisaragi, Hakumen is a very serious individual who is usually extremely focused on the task at hand and rarely shows any emotion beyond stoicism. As such, he comes across as rather cold and apathetic in his interactions with others. With an unfaltering will to accomplish his goals, Hakumen approaches every fight with a calm disposition, engaging with absolute precision to achieve victory.
Playstyle[edit]
Strengths/Weaknesses[edit]
Strengths |
Weaknesses
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- Above average health
- High damage potential as well as a high damage assist.
- Long ranged normals that make for excellent spacing tools.
- Specials can be cancelled into each other.
- Many of his attacks can cut away opponents' projectiles and make it his own, which can stop zoning.
- Adding to the above, has numerous defensive options capable of shutting down your opponents' attacks, including supers.
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- Poor mobility
- Tall Hurtbox; cannot crouch under most characters' best pressure normals.
- Counters have a lot of recovery and leave him vulnerable.
- Due to having a counter as his reversal action, he lacks a DP anti-air.
- Aside from his super, he has no projectiles of his own.
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Drive: Zanshin[edit]
In BlazBlue, Hakumen could cancel Skills into other Skills, but all Skills costed some meter. In BBTag, Hakumen's Skills don't cost meter, but canceling from one into another costs 1 Skill Gauge. This means canceling from a Skill to an Extra Skill costs 2 Skill Gauges! Each Skill can only be used once per string, with both versions of Gurren and Renka counting as the same move. An added benefit for canceling this way is that the second attack does not add an additional damage scaling.
Cutting Projectiles[edit]
Hakumen's sword cuts through projectiles and creates a floating orb that can damage the opponent or be used as a shield against other projectiles. ALL of Hakumen's attacks that use the blade of the sword have this property, from Normals, to Skills, to Distortions. See here for more info.
Normal Moves[edit]
4A
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1500
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All
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10
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-
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-
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0
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One of Hakumen's faster buttons that can chain into many of his other normals which makes it a reliable starter up close. At its farthest range, it will miss on some crouching characters.
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5A
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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5A
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2000
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All
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14
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-
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-
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-3
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- Can cut projectiles
- Knocks down airborne opponents
Hakumen's primary damage starter, use this to begin your punish combos. Hakumen can freely chain this into 5B, which is useful if you're just outside of range for 5AA to connect. If this attack hits an airborne opponent, it will knock down and give you a small window to OTG them.
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5AA
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1500
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All
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-
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-
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-
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-7
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- Can be jump cancelled on block
The second hit of Hakumen's A-string is a shoulder bash that can be jump cancelled on block. It's interesting to note that after cancelling this move into a jump, Hakumen still keeps his forward momentum, meaning the following jump will travel further than usual. This allows the attack to be useful for corner carry combos. Keep in mind that 5AA has much shorter range than 5A, meaning that this move should be avoided unless you are close enough to the opponent.
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5AAA
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1700
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All
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-
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-
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-
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-8
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Detailed description of the usefulness of the move go here
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5AAAA
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2200
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All
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-
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-
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-
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-7
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Detailed description of the usefulness of the move go here
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5B
Kishuu Enma
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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5B
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1700
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All
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-
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-
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-
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-
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A far reaching sword poke that is essential for Hakumen's neutral.
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5BB
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-
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-
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-
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-
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-
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-9
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- Safe if 5B hits on block. Not safe if 5B is push-blocked.
Hakumen's Kishuu dash special from BB is now part of his B auto combo. This portion of the auto combo is not an attack, but instead moves him forward for the next B input to launch the opponent. If the opponent is anticipating the last B input, 5BB can serve as an effective way to close in on the opponent to either reset pressure or possibly attempt a throw.
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5BBB
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1700
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All
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-
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-
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-
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-
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The last part of this string is Hakumen's Enma special from the mainline BB series. Because it now counts as a normal, you can cancel it into any special without any meter cost. In combos, the attack launches lower than it used to nor is it jump cancellable to make up for this, meaning that you may want to use an assist to properly follow it up. If the opponent was already airborne prior to being hit with this, you will have enough time to pick them back up with a 2A as they are falling, allowing Hakumen to extend combos this way.
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5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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800
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High
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22
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-
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-
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-10
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- Overhead
- Knocks down airborne opponents
5C is a rather basic Blazblue character overhead. Hakumen stays in place while using this move, limiting it's range.
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2B
stop jumping
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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All
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13
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3
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33
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-17
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- 9-15f head invulnerable
- Can cut projectiles
- Jump cancellable on hit or block
- Head invincibility
A good anti-air due to its invincibility and vertical reach. It's also great at covering a lot of space at once and has a large window in which it will cut projectiles. However, it is a bit slow and very punishable on whiff.
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j.A
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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j.A
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1500
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High
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12
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-
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-
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-
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Detailed description of the usefulness of the move go here
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j.AA
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1500
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High
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-
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-
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-
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-
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Detailed description of the usefulness of the move go here
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j.B
Corner carry of justice
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1800
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High
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12
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-
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-
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-
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- Can cut projectiles
- Wallsticks airborne opponents
Has incredible horizontal range with good speed, which makes it useful for air-to-air interactions.
The hitbox is very thin, so a number of characters can crouch under it or may not hit them at all on the ground (e.g. Linne). In the corner, this move also serves as an important combo tool as it wallsticks airborne opponents, allowing Hakumen to extend his combo for extra damage.
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Universal Mechanics[edit]
Ground Throw[edit]
Ground Throw 5B+C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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0, 2000
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-
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-
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-
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-
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-
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- Forward throw causes stagger on hit
- Backward throw causes wallbounce midscreen and wallstick in the corner
The regular throw allows Hakumen to start a combo with a 5A or a 2A, as well as cancel into a special.
The backwards throw kicks the opponent behind Hakumen, causing a wallbounce midscreen or a wallstick if thrown into the corner. Be careful of whiffing this throw as you will be stuck in a walking animation before finally grabbing, making you very easy to punish.
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Zanshin[edit]
Zanshin 5A+D (Air OK)
youtube dot com forward slash moopoke
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Ground Catch
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-
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-
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-
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-
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-
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-
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- Triggers on strikes, throws and projectiles.
Detailed description of the usefulness of the move go here
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Ground Attack
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0, 3000
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-
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-
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-
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-
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-
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- Hakumen is invincible during the entire attack
Since Hakumen is invincible the entire time you can't be punished even on whiff. You can use this to your advantage against okizeme that involves the opponent planting a meaty projectile/assist on you while they go high/low.
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Air Catch
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-
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-
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-
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-
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-
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-
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Detailed description of the usefulness of the move go here
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Ground Attack
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0, 3000
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-
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-
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-
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-
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-
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Hakumen is invincible during the entire attack, so even if you miss, you can't be punished.
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Gurren 214A/B
Fullscreen counter hit.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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A
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1500
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All
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18
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-
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-
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-4
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- In midscreen, after OTG AAA or after 5BBB this version will hit the opponent, B version will pass right under them.
Detailed description of the usefulness of the move go here
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B
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1700
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All
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19
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-
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-
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-9
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- Good for baiting reflects after A normals.
- Massive hit-stun on counter-hit
Gurren's B version has a slower startup than its A version, but travels much further and deals a bit more damage. On counter-hit, causes a massive amount of hit-stun allowing Hakumen to followup without spending a bar to special-cancel it. Due to its speed and range, Gurren can be useful for closing the distance from neutral and can even serve as a whiff punisher from afar.
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Renka 236A
Sweep the leg.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1300*2
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Low,All
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9
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-
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-
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-4
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Hakumen's Renka is a low hitting special move that can be used as a mixup when in conjunction with Zantetsu. Can also be used to make blockstrings safe.
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Zantetsu[edit]
Zantetsu 236B
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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2500, 1500
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High, Low
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23
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-
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-
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-12
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- Can cut projectiles
- First hit knocks down airborne opponents
Has a slight delay before the first strike, first hitting overhead, then hitting low. Useful as a mixup when paired with Renka, and can be combo'd into from a variety of Hakumen's options. Useful at the end of combos as it allows Hakumen to do airdash safe-jumps after it.
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Agito j.214A
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1500
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All
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12
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-
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-
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-
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- Does not hit overhead
- Counts as a projectile
A possible air combo ender. While it deals less damage than Tsubaki, this move is faster and recovers quicker which at least makes it safer to do in the air. Unlike Tsubaki, Agito moves Hakumen forward a bit, sometimes letting him side-switch his opponent. You can OTG opponents after hitting them from a low height, but without a CH, the timing is very strict.
Hakumen recovers very quickly after this move, allowing you to do more air moves if done from normal jump height or higher. This can be useful for delaying your fall slightly to avoid anti-air attack.
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Tsubaki[edit]
Tsubaki j.214B
RIP Tsubacopter loops
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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2000
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High
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19
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-
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-
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-
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- Can cut projectiles
- Overhead
Your usual air combo ender that deals more damage than Agito. Thanks to Hakumen's ability to use air specials during his hop dash, hop Tsubaki(66321B) can be useful as a quick overhead. This move also halts air momentum, allowing you to instead use tk Tsubaki as an alternative. On CH, you can OTG opponents when done at a low height.
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Fuumajin[edit]
Fuumajin Cut Projectile
No Projectiles Allowed
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1500
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All
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-
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-
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-
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-
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Appears when Hakumen's sword connects with a projectile or a move with projectile property. Disappears after 91 frames or if it connects with the opponent. If a projectile connects with it, the 91 frame count down is reset.
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EX Renka[edit]
EX Renka 236C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1400*2
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Low, All
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9
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-
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-
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-5
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- Can be jump cancelled on hit/block
EX version of Renka kicks your opponent up into the air rather than away and and be jump cancelled on both hit and on block. Useful as a combo extender for solo combos (236C > air dash > j.AA > land > continue combo.)
Another thing to note is that you can also get a "free" special cancel by special canceling the jump startup. Ex. 236C > 8236A. The jump cancel can be buffered to make it easier Ex. 236C > 2368A.
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Yanagi 214C
Attacking while blocking.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1000, 3500
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All
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27
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-
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4
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-2
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- 4-27f counters
- Can be special cancelled
- Knocks down
Has no active hitbox unless triggered by an attack during the dash. Will throw the opponent over Hakumen's head and slam them on a successful counter, allowing for a combo. Since the move can be punishable if not triggered, it can be a good idea to use an assist at the same as Yanagi to make up for the recovery, but do be careful using this since your partner can get hit.
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EX Tsubaki[edit]
EX Tsubaki j.214C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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2500
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High
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15
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-
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-
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-
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Deals more a bit more damage than regular Tsubaki and allows Hakumen to OTG his opponent without a counter hit when done at a low height, making TK'ing this or hop-dashing into this quite useful. Can be used as a very fast instant overhead if TK'ed or hopped into.
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Partner Skills[edit]
5P Guren
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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All
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32
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-
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-
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-
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Travels rather far across the screen and wallbounces unlike normal Gurren. Since it travels far it can be a decent neutral tool though it comes with the risk of Hakumen getting hit. Its wallbounce property makes it easy for your partner to confirm off of, whether it be as a stray hit or as a combo extender. In some cases, the wallbounce gives enough time for you to active switch back into Hakumen mid-combo.
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6P Shippu
You better keep blocking.
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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3900, 1950
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All
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108
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-
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-
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-
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- Sword can cut projectiles
An assist version of one of Hakumen's distortion skills. At far range, it may seem like just a fast moving ground projectile with a huge windup. But up close, this is the highest damage assist in the game if the sword connects to the opponent. On hit, the attack launches your opponent up and away and allows for an extended combos. If you can handle the long startup, this is a very useful assist to add high damage to your partner's combos.
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4P Enma
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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1700
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All
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30
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-
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-
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-
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A rather basic 4P assist for the most part. Useful for punishing bursts on reaction and extending combos. Keep in mind that while it lacks horizontal range, the attack hits higher than it looks. If the opponent is hit at the top of its hitbox, you have enough time to active switch back into Hakumen mid-combo.
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Distortion Skills[edit]
Shippu 236B+C
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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5000, 2500 [6000, 3000]
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All
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-
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-
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-
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-
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- Can cut projectiles
- On max charge, damage of the strike becomes 7500 [9000]
Hakumen can charge this super for additional damage, but he is left vulnerable as he does so. Projectile damage does not scale from charging.
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Yukikaze[edit]
Yukikaze 214B+C
Queue Careless Whisper
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Catch
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-
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-
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-
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-
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-
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-
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Attack
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5400 [2500, 100*18, 4000]
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Unblockable
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-
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-
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-
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-
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- 1-27f counters
- Triggers on strikes, throws and projectiles
- Counter can't be blocked but can be jumped out, use invincibility frames, etc
- Unblockable
Hakumen's counter super from the mainline games. Useful for countering raw supers and predicable gaps in your opponents' offense. While Yukikaze can stop most distortion skills, it cannot counter ones with invincibility frames (ex. Azrael's 236B+C, Hyde's 214B+C). Yukikaze can be used along with an assist call to counter an incoming character after a KO. However, if the opponent activates Resonance Blaze on time or uses their reversal, Hakumen will simply phase through them and become helpless to a punish. This counter should be avoided if used carelessly since it has lots of recovery if not activated. Keep in mind that while the strike is unblockable, the opponent can manage to jump or reversal out in a few cases, meaning that Yukikaze may not always be the best answer.
Does less damage on catching a projectile (5400/6212).
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Distortion Skill Duo[edit]
Yukikaze P during Main Character's Distortion Skill
This one is blockable
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Astral Heat[edit]
Akumetsu 222B+C
天
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
|
-
|
-
|
-
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-
|
-
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-
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Just like mainline BB, Hakumen's astral is a counter. However, if you cancel into the astral, it will become a strike attack and activate as if the counter triggered, giving you the win regardless. The counter version includes throws and unblockables, which you can bet a lot of players won't see coming.
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Navigation[edit]
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To edit frame data, edit values in BBTag/Hakumen/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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