(→Yanagi) |
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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, | * 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=== | ===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. | 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=== | ===Cutting Projectiles=== | ||
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|header=no | |header=no | ||
|version=5AA | |version=5AA | ||
|damage= |guard=All | |damage=1500 |guard=All | ||
|startup= |active= |recovery= |frameAdv=-7 | |startup= |active= |recovery= |frameAdv=-7 | ||
|description= | |description= | ||
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|header=no | |header=no | ||
|version=5AAA | |version=5AAA | ||
|damage= |guard=All | |damage=1700 |guard=All | ||
|startup= |active= |recovery= |frameAdv=-8 | |startup=|active= |recovery= |frameAdv=-8 | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
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|header=no | |header=no | ||
|version=5AAAA | |version=5AAAA | ||
|damage= |guard=All | |damage=2200 |guard=All | ||
|startup= |active= |recovery= |frameAdv=-7 | |startup= |active= |recovery= |frameAdv=-7 | ||
|description= | |description= | ||
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* Can cut projectiles | * Can cut projectiles | ||
A far reaching sword poke that is essential for Hakumen's neutral | A far reaching sword poke that is essential for Hakumen's neutral. | ||
}} | }} | ||
{{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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|header=no | |header=no | ||
|version=5BBB | |version=5BBB | ||
|damage= |guard=All | |damage=1700 |guard=All | ||
|startup= |active= |recovery= |frameAdv=-9 | |startup= |active= |recovery= |frameAdv=-9 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=1500 |guard= | |damage=1500 |guard=Low | ||
|startup=8 |active= |recovery= |frameAdv=-4 | |startup=8 |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=j.A | |version=j.A | ||
|damage=1500 |guard= | |damage=1500 |guard=High | ||
|startup=12 |active= |recovery= |frameAdv= | |startup=12 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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{{AttackData-BBTag | {{AttackData-BBTag | ||
|version=j.AA |header=no | |version=j.AA |header=no | ||
|damage= |guard= | |damage=1500 |guard=High | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=1800 |guard= | |damage=1800 |guard=High | ||
|startup=12 |active= |recovery= |frameAdv= | |startup=12 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=1700 |guard= | |damage=1700 |guard=All | ||
|startup=11 |active= |recovery= |frameAdv= | |startup=11 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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|startup=7 |active= |recovery= |frameAdv= | |startup=7 |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 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 | 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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====== <font style="visibility:hidden" size="0">Zanshin</font> ====== | ====== <font style="visibility:hidden" size="0">Zanshin</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_GroundZanshin.png |caption= | |image=BBTag_Hakumen_GroundZanshin.png |caption=youtube dot com forward slash moopoke | ||
|image2=BBTag_Hakumen_AirZanshin.png |caption2= | |image2=BBTag_Hakumen_AirZanshin.png |caption2= | ||
|name=Zanshin | |name=Zanshin | ||
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|header=no | |header=no | ||
|version=Ground Attack |subtitle= | |version=Ground Attack |subtitle= | ||
|damage= |guard= | |damage=0, 3000 |guard=Air Unblockable | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* | * 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. | |||
}} | }} | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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|header=no | |header=no | ||
|version=Air Attack |subtitle= | |version=Air Attack |subtitle= | ||
|damage= |guard=All | |damage=0, 3000 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
* Important points go here | * Important points go here | ||
Hakumen is invincible during the entire attack, so even if you miss, you can't be punished. | |||
}} | }} | ||
}} | }} | ||
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|startup=9 |active= |recovery= |frameAdv=-4 | |startup=9 |active= |recovery= |frameAdv=-4 | ||
|description= | |description= | ||
* | * 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. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |damage=1500 |guard=All | ||
|startup= |active= |recovery= |frameAdv= | |startup= |active= |recovery= |frameAdv= | ||
|description= | |description= | ||
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{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_RenkaEX.png |caption= | |image=BBTag_Hakumen_RenkaEX.png |caption= | ||
|name=Renka |input=236C | |name=EX Renka |input=236C | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage=1400, | |damage=1400, 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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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |damage=1000,3500 |guard=All | ||
|startup=2-27 |active=N/A |recovery=4 |frameAdv=- | |startup=2-27 |active=N/A |recovery=4 |frameAdv=-2 | ||
|description= | |description= | ||
* 4-27f counters | * 4-27f counters | ||
* Can be special cancelled | |||
* Knocks down | |||
Has no active hitbox | 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. | ||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Tsubaki</font> ====== | ====== <font style="visibility:hidden" size="0">EX Tsubaki</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Tsubaki.png |caption= | |image=BBTag_Hakumen_Tsubaki.png |caption= | ||
|name=Tsubaki |input=j.214C | |name=EX Tsubaki |input=j.214C | ||
|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
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* Wallbounces on hit | * 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. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |damage=3900, 1950 |guard=All | ||
|startup=108 |active=N/A |recovery=N/A |frameAdv=+45 | |startup=108 |active=N/A |recovery=N/A |frameAdv=+45 | ||
|description= | |description= | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |damage=1700 |guard=All | ||
|startup=30 |active=N/A |recovery=N/A |frameAdv=+34 | |startup=30 |active=N/A |recovery=N/A |frameAdv=+34 | ||
|description= | |description= | ||
* | * 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. | |||
}} | }} | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= |guard= | |version=Regular | ||
|damage=5000, 2500<br/>[6000, 3000] |guard=All | |||
|startup=13+7 (86 max charge) |active= |recovery= |frameAdv=-24 | |startup=13+7 (86 max charge) |active= |recovery= |frameAdv=-24 | ||
|description= | |description= | ||
* Can cut projectiles | * 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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|name=Yukikaze |input=214B+C|data= | |name=Yukikaze |input=214B+C|data= | ||
{{AttackData-BBTag | {{AttackData-BBTag | ||
|damage= | |version=Catch | ||
|startup=0+0 (0+43 on projectiles) |active= |recovery= |frameAdv= | |damage= |guard= | ||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
}} | |||
{{AttackData-BBTag | |||
|header=no | |||
|version=Attack | |||
|damage=5400 <br/>[2500, 100*18, 4000] |guard=Unblockable | |||
|startup=0+0 (0+43? on projectiles) |active= |recovery= |frameAdv= | |||
|description= | |description= | ||
* 1-27f counters | * 1-27f counters | ||
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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. | 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). | |||
}} | |||
}} | |||
<br clear=all/> | |||
==Distortion Skill Duo== | |||
{{MoveData | |||
|image=BBTag_Hakumen_Yukikaze2.png |caption=This one is blockable | |||
|input=P during Main Character's Distortion Skill | |||
|name=Yukikaze | |||
|data= | |||
{{AttackData-BBTag | |||
|damage= |guard=All | |||
|startup= |active= |recovery= |frameAdv= | |||
|description= | |||
* Important points go here | |||
Detailed description of the usefulness of the move go here | |||
}} | }} | ||
}} | }} | ||
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* 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. | ||
}} | }} | ||
}} | }} |
Revision as of 20:12, 15 January 2019
Hakumen |
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Health:
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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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|
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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. 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 |
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5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Zanshin
Zanshin 5A+D (Air OK) |
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Skills
Gurren
Gurren 214A/B |
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Renka
Renka 236A |
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Zantetsu
Zantetsu 236B |
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Agito
Agito j.214A |
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Tsubaki
Tsubaki j.214B |
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Fuumajin
Fuumajin Cut Projectile |
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Extra Skills
EX Renka
EX Renka 236C |
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Yanagi
Yanagi 214C |
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EX Tsubaki
EX Tsubaki j.214C |
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Partner Skills
5P
5P Guren |
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6P
6P Shippu |
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4P
4P Enma |
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Distortion Skills
Shippu
Shippu 236B+C |
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Yukikaze
Yukikaze 214B+C |
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Distortion Skill Duo
Yukikaze P during Main Character's Distortion Skill |
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Astral Heat
Akumetsu 222B+C |
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- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •