BBTag/Hakumen: Difference between revisions

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* Not an overhead
* Not an overhead


Launches the opponent upward on hit. Mainly used as combo filler.
Launches the opponent upward on hit. Mainly used as combo filler. Can delay air momentum though it isn't as useful as agito's
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Revision as of 05:04, 25 May 2019

Hakumen
BBTag Hakumen Portrait.png
Movement Options
  • Double Jump, 1 Airdash, Dash Type: Hop
Playstyle
Aggressive, mid-range
Team Role
Point, Support

Overview

"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

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

Strengths/Weaknesses

Strengths Weaknesses
  • 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.
  • Poor ground 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.


Drive: Zanshin

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 (this limit is removed during Resonance). An added benefit for canceling this way is that the second attack does not add an additional damage scaling.

Cutting Projectiles

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

4A
4A
BBTag Hakumen 4A.png
Template:AttackDataHeader-BBTag
4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 10 2 15 0 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Hakumen 5B.png
You won't see this very much.
BBTAG Hakumen 4A Hitbox.png


  • Important points go here

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.

5A
5A
BBTag Hakumen 5A.png
BBTag Hakumen 5AA.png
BBTag Hakumen 5AAA.png
BBTag Hakumen 5AAAA.png
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All 14 2 20 -3 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 19 + Down 23 24 34 + Down 23 12 +0 +5
BBCF Hakumen 5C.png
B A C K D O W N (You should)
BBTAG Hakumen 5A Hitbox.png
  • 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.

5AA


5AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 15 5 21 -9 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Hakumen 6A.png
BBTAG Hakumen 5AA Hitbox.png
  • 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.

5AAA


5AAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 15 3 24 -8 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 24 24 39 12 +0 +5
BBTag Hakumen 5AAA.png
BBTAG Hakumen 5AAA Hitbox.png
  • Important points go here

Detailed description of the usefulness of the move go here

5AAAA


5AAAA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2200 All 17 3 27 -9 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 36 Launch 52 13 +0 +8
BBCF Hakumen 6C.png
BBTAG Hakumen 5AAAA Hitbox.png
  • Can cut projectiles

At the end of a combo, 5AAAA can allow for some safejump setups, though it does hit opponents far away. In the corner, a properly spaced 5AAAA can set up a safejump that can catch all ground techs.

5B
5B
BBTag Hakumen 5B.png
BBTag Hakumen 5BB.png
Kishuu
BBTag Hakumen 5BBB.png
Enma
Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 15 3 22 -6 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 36 24 51 12 +0 +9
BBCF Hakumen 4C.png
Precious neutral tool
BBTAG Hakumen 5B Hitbox.png
  • Can cut projectiles

A far reaching sword poke that is essential for Hakumen's neutral.

5BB


5BB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - Total: 24 -9 - - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBCF Hakumen 623A.png
Kishuu
BBTAG Hakumen 5BB Hitbox.png
  • 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.

5BBB


5BBB
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 6 7 21 -9 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 40 Launch 55 16 +0 +5
BBCF Hakumen 623A~A.png
Enma
BBTAG Hakumen 5BBB1 Hitbox.pngBBTAG Hakumen 5BBB2 Hitbox.png

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.

5C
5C
BBTag Hakumen 5C.png
Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 22 3 24 -10 B - - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBCF Hakumen 6B.png
You have better overheads than this.
BBTAG Hakumen 5C1 Hitbox.pngBBTAG Hakumen 5C2 Hitbox.png


  • 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.

2A
2A
BBTag Hakumen 2A.png
Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 Low 8 6 15 -4 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Hakumen 2B.png
You'll rely on this a lot.
BBTAG Hakumen 2A Hitbox.png
  • Important points go here

Hakumen's fastest normal, making it useful for winning stand offs with your opponent.

2B
2B
BBTag Hakumen 2B.png
stop jumping
Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 13 3 33 -17 B 9~15 H - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 23 Launch 38 12 +0 +5
BBCF Hakumen 2C.png
stop jumping
BBTAG Hakumen 2B Hitbox.png
  • 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.

2C
2C
BBTag Hakumen 2C.png
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 Low 9 3 33 -17 F - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch + Down 23 36 Launch + Down 23 51 12 +0 +8
BBCF Hakumen 3C.png
Don't whiff this
BBTAG Hakumen 2C Hitbox.png


  • Can cut projectiles

Detailed description of the usefulness of the move go here

j.A
j.A
BBTag Hakumen jA.png
BBTag Hakumen jAA.png
Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 12 4 30 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBCF Hakumen j2C.png
BBTAG Hakumen JA Hitbox.png
  • Can cut projectiles

j.A works as a pretty good jump-in due to its impressive hitbox. Because it reaches low enough, j.A works really well as an IAD string along with its followup. When against larger characters(Hakumen,Tager, etc.) an instant j.A during the rise of your jump can act as an unreactable overhead if said enemies are caught crouching.

j.AA


j.AA
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 11 12 12 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 21 22 35 11 +0 +2
BBCF Hakumen j2A.png
BBTAG Hakumen JAA Hitbox.png
  • Can cut projectiles

j.AA has a good hitbox that allows it to be a consistent followup to j.A. Since it is only a followup, j.AA is mainly just used as combo filler.

j.B
j.B
BBTag Hakumen jB.png
Corner carry of justice
Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1800 High 12 2 32+3L - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 30 + WStick 24 45 12 +0 +5
BBCF Hakumen jC.png
Corner carry of justice
BBTAG Hakumen JB Hitbox.png
  • 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.

j.C
j.C
BBTag Hakumen jC.png
Hotaru
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 11 3 24 - H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 25 Launch 40 12 +0 +5
BBCF Hakumen j214B.png
BBTAG Hakumen JC Hitbox.png


  • Not an overhead

Launches the opponent upward on hit. Mainly used as combo filler. Can delay air momentum though it isn't as useful as agito's


Universal Mechanics

Ground Throw
Ground Throw
5B+C
Template:AttackDataHeader-BBTag
BC
Forward Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2000 Throw 7~30 3 23 - T - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0, 4 - Crumple - - - - 0, 12 -
Minimum Damage 2000
Crumple Duration 45F, Crumple Fall 77F
BBCF Hakumen 5B+C.png
BBTAG Hakumen Throw Hitbox.png
  • 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.

Zanshin
Zanshin
5A+D (Air OK)
BBTag Hakumen GroundZanshin.png
youtube dot com forward slash moopoke
BBTag Hakumen AirZanshin.png
Template:AttackDataHeader-BBTag
Ground Catch


AD
Zanshin
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - Total: 45 - - 1~25 Guard All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
On successful parry of a strike, the opponent is forced into 20f of hitstop for the counter attack, except if the strike is a 'Persona' style normal
BBCF Hakumen 5D.png
BBTAG Hakumen RA Hitbox.png
  • Triggers on strikes, throws and projectiles.

Detailed description of the usefulness of the move go here

Ground Attack


AD Attack
Zanshin
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 3300 Air Unblockable 16 10 10 -10 BT 1~End All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100, 60 0, 4 18 Launch 42 + Down 23 Launch 57 + Down 23 8, 0 0 +0
Minimum Damage 0, 165 (165)
BBCF Hakumen 5D Attack.png
  • 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.

Air Catch


j.AD
Air Zanshin
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - Total: Until L+21L - - 1~15 Guard All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
On successful parry of a strike, the opponent is forced into 20f of hitstop for the counter attack, except if the strike is a 'Persona' style normal
BBCF Hakumen jD.png
BBTAG Hakumen JRA Hitbox.png
  • Important points go here

Completely halts air momentum, though this shouldn't be used to bait anti-airs, since your still punishable until you land.

Air Attack


j.AD Attack
Air Zanshin
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 3300 All 17 4 36 - BT 1~End All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100, 60 0, 4 9 - - - - 12, 0 +0 +0
Minimum Damage 0, 165 (165)
BBCF Hakumen jD Attack.png
  • Important points go here

Hakumen is invincible during the entire attack, so even if you miss, you can't be punished. Launches the opponent up, though it can't combo'd off of.



Skills

Gurren
Gurren
214A/B
BBTag Hakumen Gurren.png
Fullscreen counter hit.
Template:AttackDataHeader-BBTag
A


214A
A Gurren
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 14 3 20 -4 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 26 60 31 75 12 +0 +5
Minimum Damage 75
BBCF Hakumen 214A.png
BBTAG Hakumen 214A Hitbox.png
  • 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

B


214B
B Gurren
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 19 3 25 -9 B - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Crumple 60 Crumple 75 12 +0 +5
Minimum Damage 85
Crumple Duration 29F, Crumple Fall 62F
BBCF Hakumen 214A.png
Fullscreen counter hit.
BBTAG Hakumen 214A Hitbox.png
  • 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.

Renka
Renka
236A
BBTag Hakumen Renka.png
Sweep the leg.
Template:AttackDataHeader-BBTag
236A
Renka
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1300×2 Low,All 9 3(10)3 20 -4 F, B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85×2 4 18 Crumple, Launch 30 + Down 23, 30 Crumple, Launch 45 + Down 23, 45 15, 12 +0 +5
Minimum Damage 65×2 (130)
Crumple Duration 39F, Crumple Fall 72F
BBCS Hakumen renka.png
BBTAG Hakumen 236A1 Hitbox.pngBBTAG Hakumen 236A2 Hitbox.png


  • First kick is a low

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.

Zantetsu
Zantetsu
236B
BBTag Hakumen Zantetsu.png
Template:AttackDataHeader-BBTag
236B
Zantetsu
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500, 1500 High, Low 22 3(14)3 26 -12 B, F - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80×2 5, 3 20, 16 Launch 30 + Down 24, 30 + Down 24 Launch 46 + Down 24, 44 + Down 24 15, 13 +0 +8, +2
Minimum Damage 125, 75 (200)
BBCF Hakumen 41236C.png
Active switch is your best friend
BBTAG Hakumen 236B1 Hitbox.pngBBTAG Hakumen 236B2 Hitbox.png
  • 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. This is also a very effective tool when active switched from since it has plenty of active frames as well as provides a strong mixup opportunity.

Agito
Agito
j.214A
BBTag Hakumen Agito.png
Template:AttackDataHeader-BBTag
j.214A
Agito
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 12 4 Total: 36 -1 P1 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 - 16 Launch + Down 23 50 Launch + Down 23 64 9/+3 +3 +8
Minimum Damage 75
BBCF Hakumen j214A.png
BBTAG Hakumen J214A Hitbox.png


  • 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 an anti-air attack. Another use of the recovery is for safejump setups, as an Agito ender from a certain height will allow you to airdash before landing and fall towards your opponent. (It is recommended to use the mapped airdash button for this as it can track the opponents position, allowing you to catch back techs as well.)

Tsubaki
Tsubaki
j.214B
BBTag Hakumen Tsubaki.png
RIP Tsubacopter loops
Template:AttackDataHeader-BBTag
j.214B
Tsubaki
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 High 19 3 Until L+9 -4 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 + Down 23 Launch 75 + Down 23 8 +0 +5
Minimum Damage 100
BBCF Hakumen j214C.png
BBTAG Hakumen J214B Hitbox.png


  • Can cut projectiles
  • Overhead

A possible air combo ender that deals more damage than Agito but has less recovery. 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.

Fuumajin
Fuumajin
Cut Projectile
BBTag Hakumen Fuumajin.png
No Projectiles Allowed
Template:AttackDataHeader-BBTag
Cut Projectile
Fuumajin
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All - 91 - - P2 - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 Launch 40 Launch 54 0/+11 +11 +13
When cutting opponent's projectile, Hakumen and opponent's projectile both experiences 0F hitstop
Minimum Damage 75
BBCP Hakumen Fuumajin.png
No Projectiles Allowed
BBTAG Hakumen Cut Hitbox.png


  • Important points go here

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.


Extra Skills

EX Renka
EX Renka
236C
Template:AttackDataHeader-BBTag
236C
EX Renka
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1400×2 Low, All 9 3(12)3 21 -5 F, B - - 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85×2 4 18 Crumple, Launch 30 + Down 23, 30 Crumple, Launch 45 + Down 23, 45 15, 12 +0 +5
Minimum Damage 140×2 (280)
Crumple Duration 49F, Crumple Fall 72F
BBCF Hakumen 236B.png
Flexible legs, all the better to send you to the air
BBTAG Hakumen 236C1 Hitbox.pngBBTAG Hakumen 236C2 Hitbox.png
  • 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.

Yanagi
Yanagi
214C
BBTag Hakumen Yanagi.png
Attacking while blocking.
Template:AttackDataHeader-BBTag
214C
Yanagi
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000, 0, 3500 All 30 3 9 +7 B 4~27 Guard All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 4 18 Launch 60 + Down 23 Launch 75 + Down 23 12 12, 0 +0
Hakumen only attacks after guarding an attack
On Guard Point, hitstop for Hakumen and opponent is is 14F
Hakumen becomes fully invincible for the remainder of the move after guarding an attack
Minimum Damage 100,0,350 (450)
BBCF Hakumen 214D.pngBBCF Hakumen 214D 2.png
Attacking while blocking.
BBTAG Hakumen 214C Hitbox.png


  • 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.

EX Tsubaki
EX Tsubaki
j.214C
BBTag Hakumen Tsubaki.png
Template:AttackDataHeader-BBTag
j.214C
EX Tsubaki
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500 High 15 3 22+4L +2 H - - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 + Down 30 Launch 75 + Down 30 8 +0 +5
Minimum Damage 250
BBCF Hakumen j214C.png
Congratulations on blocking this! Oh, you didn't block it...
BBTAG Hakumen J214C Hitbox.png


  • Can cut projectiles

Deals more a bit more damage and is much faster than regular Tsubaki that 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.


Partner Skills

5P
5P
Guren
BBTag Hakumen Gurren.png
Advancing on your position.
Template:AttackDataHeader-BBTag
5P
Gurren
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+21 3 20 -4 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 + WBounce - - 12 +0 -
Minimum Damage 85
BBCF Hakumen 214A.png
Advancing on your position.
BBTAG Hakumen 5P Hitbox.png
  • Wallbounces on hit

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.

6P
6P
Shippu
BBTag Hakumen Shippu.png
You better keep blocking.
Template:AttackDataHeader-BBTag
6P
Shippu
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
3900, 1950 All (18)+90 4,P 41 -24 B, P1 - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 5, 4 20, 18 Launch 50 + Down 23, 80 - - 25, 0/+12 +0, +12 -
2nd hit (wave) only comes out if 1st hit misses opponent
Minimum Damage 195, 97 (292)
BBCF Hakumen 632146C 1.pngBBCF Hakumen 632146C 2.png
• You better keep blocking.
BBTAG Hakumen 6P1 Hitbox.pngBBTAG Hakumen 6P2 Hitbox.png
Strike hitbox/Traveling projectile hitbox


  • 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. Keep in mind that the long startup can make it risky to use out in the open.

4P
4P
Enma
BBTag Hakumen Enma.png
Template:AttackDataHeader-BBTag
4P
Enma
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18)+12 7 28 -16 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 60 - - 16 +0 -
Minimum Damage 85
BBCF Hakumen 623A~A.png
BBTAG Hakumen 4P Hitbox.png


  • Launches on hit

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.


Distortion Skills

Shippu
Shippu
236B+C
BBTag Hakumen Shippu.png
Template:AttackDataHeader-BBTag
236BC
Shippu
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
5800 [11600] All 13+(47 Flash)+(6~86) 4 41 -24 B 1~22 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 5 20 Launch 50 Launch 66 25 +0 +8
Values in [] are for Max Charge version
2nd hit (wave) only comes out if 1st hit misses opponent
Minimum Damage: 1914 [3828]
BBCF Hakumen 632146C 1.png
THIS is the just sword!
BBTAG Hakumen 236BC1 Hitbox.png
Strike hitbox


  • 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. It is actually possible to land a full charge in a combo if an assist is used to cover for the charge time, though the number of characters who can allow this is very few.

Yukikaze
Yukikaze
214B+C
BBTag Hakumen Yukikaze.png
BBTag Hakumen Yukikaze2.png
Queue Careless Whisper
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Catch


214BC
Yukikaze (Catch)
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - Total: 44 - - 1~27 Guard All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
On Guard Point, hitstop for Hakumen is 3F. Opponent hitstop is 47F
BBCF Hakumen 236236D 1.png
*slaps yukikaze*
BBTAG Hakumen 214BC Hitbox.png
Attack


214BC Attack
Yukikaze (Attack)
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
6000
[2500, 100×18, 4000]
Unblockable 1+(36 Flash)+44 12 52 - B 1~End All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 [100] 4 [4, 1×18, 5] - Launch 60 - - 0/+10 [0/+30] 0/+30 [0/+70, 1×17, 40, 30] +35 [+75, +0×19]
Values in [] are for Enhanced version
Minimum damage: 1200 [500, 20×18, 1000 (1660)]
BBCF Hakumen 236236D 2.png
BBTAG Hakumen DSD Hitbox.png
  • 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).


Distortion Skill Duo

Yukikaze
P during Main Character's Distortion Skill
BBTag Hakumen Yukikaze2.png
This one is blockable
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Distortion Skill Duo
Yukikaze
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 [200, 100×18, 500] All 1+(84 Flash)+1 12 52 -35 B 1~13 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 [4, 1×18, 5] 18 Launch 60 Launch - 0/+10 0/+30 [0/+70, 1×17, 40, 30] +35 [+75, +0×19]
Values in [] are for Enhanced version
Minimum Damage: 2000 [2500]
BBCF Hakumen 236236D 2.png
This one is blockable
BBTAG Hakumen DSD Hitbox.png


  • Can be blocked unlike its normal version

Detailed description of the usefulness of the move go here


Astral Heat

Akumetsu
222B+C
BBTag Hakumen Akumetsu.png
Template:AttackDataHeader-BBTag
222BC
Akumetsu
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
- - - - Total: 1+(60 Flash)+36 - - 1~20 Guard All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- - - - - - - - - -
BBCF Hakumen 28D 1.pngBBCF Hakumen 28D 2.png
BBTAG Hakumen 222BC Hitbox.png


  • Important points go here

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.


Navigation

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.