BBTag/Hakumen: Difference between revisions

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* Tall Hurtbox; cannot crouch under most characters' best pressure normals.
* Tall Hurtbox; cannot crouch under most characters' best pressure normals.
* Counters have a lot of recovery and leave him vulnerable.
* Counters have a lot of recovery and leave him vulnerable.
* Aside from his super, lacks any projectiles of his own.
* 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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* Can cut projectiles
* Can cut projectiles


A far reaching sword poke that is essential for Hakumen's neutral. Be careful of overusing this though as some characters can low profile under it as well as being duckable by many at the far end of its hitbox.
A far reaching sword poke that is essential for Hakumen's neutral.
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  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Safe if 5B hits on block
* 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.   
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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|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage=1500 |guard=All
  |damage=1500 |guard=Low
  |startup=8 |active= |recovery= |frameAdv=-4
  |startup=8 |active= |recovery= |frameAdv=-4
  |description=
  |description=
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  |startup=7 |active= |recovery= |frameAdv=
  |startup=7 |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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 regular throw allows Hakumen to start a combo with a 5A or a 2A, as well as cancel into a special.
The backwards throw can only combo into a special or assist mid-screen, making it more useful for getting your opponent in 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.
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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  |startup=9 |active= |recovery= |frameAdv=-4
  |startup=9 |active= |recovery= |frameAdv=-4
  |description=
  |description=
* Important points go here
* First kick is a low


Detailed description of the usefulness of the move go here
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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|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=
  |damage=2500, 1500 |guard=High, Low
  |startup=23 |active= |recovery= |frameAdv=-12
  |startup=23 |active= |recovery= |frameAdv=-12
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage=1500 |guard=
  |damage=1500 |guard=All
  |startup=12 |active= |recovery= |frameAdv=
  |startup=12 |active= |recovery= |frameAdv=
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage=2000 |guard=
  |damage=2000 |guard=High
  |startup=19 |active= |recovery= |frameAdv=
  |startup=19 |active= |recovery= |frameAdv=
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=
  |damage=1400, ? |guard=Low, All
  |startup=9 |active= |recovery= |frameAdv=-5
  |startup=9 |active= |recovery= |frameAdv=-5
  |description=
  |description=
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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.)
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
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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  |description=
  |description=
* 4-27f counters
* 4-27f counters
* Can be special cancelled
* Knocks down


Has no active hitbox, instead it has a counter hitbox during the dash. Will throw the opponent over Hakumen's head on successful counter.
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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|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage=2500 |guard=
  |damage=2500 |guard=High
  |startup=15 |active= |recovery= |frameAdv=
  |startup=15 |active= |recovery= |frameAdv=
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage=1700 |guard=
  |damage=1700 |guard=All
  |startup=32 |active=N/A |recovery=N/A |frameAdv=+30
  |startup=32 |active=N/A |recovery=N/A |frameAdv=+30
  |description=
  |description=
* Wallbounces on hit
* Wallbounces on hit


Detailed description of the usefulness of the move go here
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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  |startup=30 |active=N/A |recovery=N/A |frameAdv=+34
  |startup=30 |active=N/A |recovery=N/A |frameAdv=+34
  |description=
  |description=
* Important points go here
* Launches on hit


Detailed description of the usefulness of the move go here
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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|name=Yukikaze |input=214B+C|data=
|name=Yukikaze |input=214B+C|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=
  |damage=5940 |guard=
  |startup=0+0 (0+43 on projectiles) |active= |recovery= |frameAdv=
  |startup=0+0 (0+43 on projectiles) |active= |recovery= |frameAdv=
  |description=
  |description=
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|data=
|data=
  {{AttackData-BBTag
  {{AttackData-BBTag
  |damage= |guard=
  |damage=53200 |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Important points go here
* 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.
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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Revision as of 23:28, 11 October 2018

Hakumen
BBTag Hakumen Portrait.png

Health:
Prejump:
Backdash Time / Invul:

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Hop

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 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.

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.


Template:CharLinks-BBTag

Normal Moves

4A
4A
BBTag Hakumen 4A.png
1500 All 10 - - -
5A
5A
BBTag Hakumen 5A.png
BBTag Hakumen 5AA.png
BBTag Hakumen 5AAA.png
BBTag Hakumen 5AAAA.png
2000 All 14 - - - All - - - All - - - All - - -
5B
5B
BBTag Hakumen 5B.png
BBTag Hakumen 5BB.png
Kishuu
BBTag Hakumen 5BBB.png
Enma
1700 All 15 - - - 0 - - - All - - -
5C
5C
BBTag Hakumen 5C.png
800 High 22 - - -
2A
2A
BBTag Hakumen 2A.png
1500 Low 8 - - -
2B
2B
BBTag Hakumen 2B.png
stop jumping
1700 All 13 3 33 - - -
2C
2C
BBTag Hakumen 2C.png
1700 Low 12 - - -
j.A
j.A
BBTag Hakumen jA.png
BBTag Hakumen jAA.png
1500 12 - - - - - -
j.B
j.B
BBTag Hakumen jB.png
Corner carry of justice
1800 12 - - -
j.C
j.C
BBTag Hakumen jC.png
Hotaru
1700 11 - - -


Universal Mechanics

Ground Throw
Ground Throw
5B+C
2000 Throw 7 - - -
Zanshin
Zanshin
5A+D (Air OK)
BBTag Hakumen GroundZanshin.png
Something slash moopoke dot com
BBTag Hakumen AirZanshin.png
- - - All - - - - - - All - - -



Skills

Gurren
Gurren
214A/B
BBTag Hakumen Gurren.png
Fullscreen counter hit.
1500 All 18 - - - 1700 All 19 - - -
Renka
Renka
236A
BBTag Hakumen Renka.png
Sweep the leg.
1300, 1300 Low, All 9 - - -
Zantetsu
Zantetsu
236B
BBTag Hakumen Zantetsu.png
2500, 1500 High, Low 23 - - -
Agito
Agito
j.214A
BBTag Hakumen Agito.png
1500 All 12 - - -
Tsubaki
Tsubaki
j.214B
BBTag Hakumen Tsubaki.png
RIP Tsubacopter loops
2000 High 19 - - -
Fuumajin
Fuumajin
Cut Projectile
BBTag Hakumen Fuumajin.png
No Projectiles Allowed
- - -


Extra Skills

EX Renka
Renka
236C
1400, ? Low, All 9 - - -
Yanagi
Yanagi
214C
BBTag Hakumen Yanagi.png
Attacking while blocking.
2-27 N/A 4 - - -
Tsubaki
Tsubaki
j.214C
BBTag Hakumen Tsubaki.png
2500 High 15 - - -


Partner Skills

5P
5P
Guren
BBTag Hakumen Gurren.png
1700 All 32 N/A N/A - - -
6P
6P
Shippu
BBTag Hakumen Shippu.png
You better keep blocking.
108 N/A N/A - - -
4P
4P
Enma
BBTag Hakumen Enma.png
30 N/A N/A - - -


Distortion Skills

Shippu
Shippu
236B+C
BBTag Hakumen Shippu.png
13+7 (86 max charge) - - -
Yukikaze
Yukikaze
214B+C
BBTag Hakumen Yukikaze.png
BBTag Hakumen Yukikaze2.png
Queue Careless Whisper
5940 0+0 (0+43 on projectiles) - - -


Astral Heat

Akumetsu
222B+C
BBTag Hakumen Akumetsu.png
53200 - - -



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