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| ===Drive: Zanshin=== | | ===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. An added benefit for canceling this way is that the second attack does not add an additional damage scaling. | + | 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. Activating Resonance Blaze will lift this restriction, allowing Hakumen to use any special any number of times so long as he still has the meter for it. An added benefit for canceling this way is that the second attack does not add an additional damage scaling. |
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| ===Cutting Projectiles=== | | ===Cutting Projectiles=== |
Hakumen
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- Movement Options
- Double Jump, 1 Airdash, Dash Type: Hop
- Playstyle
- Aggressive, mid-range
- Team Role
- Point, Support
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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
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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 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.
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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. Activating Resonance Blaze will lift this restriction, allowing Hakumen to use any special any number of times so long as he still has the meter for it. 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
5A
5A
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Version
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Damage
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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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5A
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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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- 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.
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5AAA
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Mainly used as a combo/blockstring filler.
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5AAAA
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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.
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5B
5B
Kishuu Enma
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Version
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Damage
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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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5B
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A far reaching sword poke that is essential for Hakumen's neutral. On CH, 5B has enough hitstun to let you followup with 5BB and allow a 2B or 2C to connect. This CH property is useful for allowing Hakumen to start a full solo combo while from poking distance.
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5BB
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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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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
2A
2B
2C
j.A
j.B
j.B
Corner carry of justice
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j.C
Universal Mechanics
Ground Throw
Zanshin
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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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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Ground Catch
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- Triggers on strikes, throws and projectiles.
Hakumen's reversal which can stop a wide variety of attacks thrown at him. Since this is a counter, unlike most other characters' reversals, it cannot be used as an anti-air. Fortunately, this reversal doesn't have a lengthy animation which makes it one of the safest to whiff in the game.
A strategy to using this is to reversal the opponent's partner tag-in after one of their characters is downed. The invulnerability granted by the attack followup allows you to recover much faster than them, letting you take the advantage.
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Ground Attack
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- Hakumen is invincible during the entire attack
After the counter is triggered, Hakumen extends his arm and throws opponent backwards. The attack has invulnerability during the entire animation and is completely safe 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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Completely halts air momentum, though this shouldn't be used to bait anti-airs, since you're still punishable until you land.
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Air Attack
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Much like the ground version, 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.
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Skills
Gurren
Gurren 214A/B
Fullscreen counter hit.
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Renka
Zantetsu
Agito
Agito j.214A
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Damage
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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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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 which can reward a full combo, though the timing is a bit tricky. When combined with an assist, Agito can make for a pretty useful cross-up.
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.)
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Tsubaki
Tsubaki j.214B
RIP Tsubacopter loops
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Fuumajin
Fuumajin Cut Projectile
No Projectiles Allowed
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EX Renka
Yanagi
Yanagi 214C
Attacking while blocking.
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EX Tsubaki
Partner Skills
5P
5P Guren
Advancing on your position.
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6P
6P Shippu
You better keep blocking.
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4P
Distortion Skills
Shippu
Yukikaze
Yukikaze 214B+C
Queue Careless Whisper
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Version
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Damage
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GuardHow this attack can be guarded. Throws have their throw range listed instead.
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StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.
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ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup.
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RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.
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Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
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Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
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Catch
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Attack
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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 since the opponent isn't in Counter Hit state (unless they're mashing).
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Distortion Skill Duo
Yukikaze P during Main Character's Distortion Skill
This one is blockable
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Astral Heat
Navigation
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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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BlazBlue
Persona 4 Arena
Under Night In-Birth
RWBY
Guest Entries
Single Entries
Akatsuki/En-Eins
Click [★] for character's full frame data
System Explanations