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{{#lsth:BBTag/Hakumen/Data|4A}} | {{#lsth:BBTag/Hakumen/Data|4A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Important points go here | * Important points go here | ||
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}} | }} | ||
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{{Description|7| | {{Description|7|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* Knocks down airborne opponents | * Knocks down airborne opponents | ||
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{{#lsth:BBTag/Hakumen/Data|5AA}} | {{#lsth:BBTag/Hakumen/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Can be jump cancelled on block | * Can be jump cancelled on block | ||
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{{#lsth:BBTag/Hakumen/Data|5AAA}} | {{#lsth:BBTag/Hakumen/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Important points go here | * Important points go here | ||
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{{#lsth:BBTag/Hakumen/Data|5AAAA}} | {{#lsth:BBTag/Hakumen/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
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}} | }} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
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{{#lsth:BBTag/Hakumen/Data|5BB}} | {{#lsth:BBTag/Hakumen/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Safe if 5B hits on block. Not safe if 5B is push-blocked. | * Safe if 5B hits on block. Not safe if 5B is push-blocked. | ||
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{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
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. | 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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{{#lsth:BBTag/Hakumen/Data|5C}} | {{#lsth:BBTag/Hakumen/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Overhead | * Overhead | ||
* Knocks down airborne opponents | * Knocks down airborne opponents | ||
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{{#lsth:BBTag/Hakumen/Data|2A}} | {{#lsth:BBTag/Hakumen/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Important points go here | * Important points go here | ||
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{{#lsth:BBTag/Hakumen/Data|2B}} | {{#lsth:BBTag/Hakumen/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* 9-15f head invulnerable | * 9-15f head invulnerable | ||
* Can cut projectiles | * Can cut projectiles | ||
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{{#lsth:BBTag/Hakumen/Data|2C}} | {{#lsth:BBTag/Hakumen/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
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}} | }} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
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}} | }} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
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{{#lsth:BBTag/Hakumen/Data|j.B}} | {{#lsth:BBTag/Hakumen/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* Wallsticks airborne opponents | * Wallsticks airborne opponents | ||
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{{#lsth:BBTag/Hakumen/Data|j.C}} | {{#lsth:BBTag/Hakumen/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Important points go here | * Important points go here | ||
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{{#lsth:BBTag/Hakumen/Data|BC}} | {{#lsth:BBTag/Hakumen/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Forward throw causes stagger on hit | * Forward throw causes stagger on hit | ||
* Backward throw causes wallbounce midscreen and wallstick in the corner | * Backward throw causes wallbounce midscreen and wallstick in the corner | ||
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{{#lsth:BBTag/Hakumen/Data|AD}} | {{#lsth:BBTag/Hakumen/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Triggers on strikes, throws and projectiles. | * Triggers on strikes, throws and projectiles. | ||
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{{#lsth:BBTag/Hakumen/Data|AD Attack}} | {{#lsth:BBTag/Hakumen/Data|AD Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Hakumen is invincible during the entire attack | * Hakumen is invincible during the entire attack | ||
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{{#lsth:BBTag/Hakumen/Data|j.AD}} | {{#lsth:BBTag/Hakumen/Data|j.AD}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Important points go here | * Important points go here | ||
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{{#lsth:BBTag/Hakumen/Data|j.AD Attack}} | {{#lsth:BBTag/Hakumen/Data|j.AD Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Important points go here | * Important points go here | ||
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{{#lsth:BBTag/Hakumen/Data|214A}} | {{#lsth:BBTag/Hakumen/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* In midscreen, after OTG AAA or after 5BBB this version will hit the opponent, B version will pass right under them. | * In midscreen, after OTG AAA or after 5BBB this version will hit the opponent, B version will pass right under them. | ||
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{{#lsth:BBTag/Hakumen/Data|214B}} | {{#lsth:BBTag/Hakumen/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* Good for baiting reflects after A normals. | * Good for baiting reflects after A normals. | ||
* Massive hit-stun on counter-hit | * Massive hit-stun on counter-hit | ||
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{{#lsth:BBTag/Hakumen/Data|236A}} | {{#lsth:BBTag/Hakumen/Data|236A}} | ||
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{{Description|6| | {{Description|6|text= | ||
* First kick is a low | * First kick is a low | ||
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{{#lsth:BBTag/Hakumen/Data|236B}} | {{#lsth:BBTag/Hakumen/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* First hit knocks down airborne opponents | * First hit knocks down airborne opponents | ||
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{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Does not hit overhead | * Does not hit overhead | ||
* Counts as a projectile | * Counts as a projectile | ||
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{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* Overhead | * Overhead | ||
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{{#lsth:BBTag/Hakumen/Data|Cut Projectile}} | {{#lsth:BBTag/Hakumen/Data|Cut Projectile}} | ||
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* Important points go here | * Important points go here | ||
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{{#lsth:BBTag/Hakumen/Data|236C}} | {{#lsth:BBTag/Hakumen/Data|236C}} | ||
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{{Description|6| | {{Description|6|text= | ||
* Can be jump cancelled on hit/block | * Can be jump cancelled on hit/block | ||
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{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* 4-27f counters | * 4-27f counters | ||
* Can be special cancelled | * Can be special cancelled | ||
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{{#lsth:BBTag/Hakumen/Data|j.214C}} | {{#lsth:BBTag/Hakumen/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
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* Wallbounces on hit | * Wallbounces on hit | ||
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{{Description|6| | {{Description|6|text= | ||
* Sword can cut projectiles | * Sword can cut projectiles | ||
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{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Launches on hit | * Launches on hit | ||
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{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* On max charge, damage of the strike becomes 7500 [9000] | * On max charge, damage of the strike becomes 7500 [9000] | ||
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{{#lsth:BBTag/Hakumen/Data|214BC Attack}} | {{#lsth:BBTag/Hakumen/Data|214BC Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{Description|7|text= | ||
* 1-27f counters | * 1-27f counters | ||
* Triggers on strikes, throws and projectiles | * Triggers on strikes, throws and projectiles | ||
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{{#lsth:BBTag/Hakumen/Data|Distortion Skill Duo}} | {{#lsth:BBTag/Hakumen/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Important points go here | * Important points go here | ||
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{{#lsth:BBTag/Hakumen/Data|222BC}} | {{#lsth:BBTag/Hakumen/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
* Important points go here | * Important points go here | ||
Revision as of 01:22, 23 February 2019
Hakumen |
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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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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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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 | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C |
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5C is a rather basic Blazblue character overhead. Hakumen stays in place while using this move, limiting it's range. |
2A
2A | Template:AttackDataHeader-BBTag | ||||
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Hakumen's fastest normal, making it useful for winning stand offs with your opponent. |
2B
2B | Template:AttackDataHeader-BBTag | ||||
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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 |
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Detailed description of the usefulness of the move go here |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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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 |
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Detailed description of the usefulness of the move go here |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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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) |
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Skills
Gurren
Gurren 214A/B |
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Renka
Renka 236A |
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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. |
Zantetsu
Zantetsu 236B |
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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. |
Agito
Agito j.214A |
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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. |
Tsubaki
Tsubaki j.214B |
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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. |
Fuumajin
Fuumajin Cut Projectile |
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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. |
Extra Skills
EX Renka
EX Renka 236C |
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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.) 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 |
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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 |
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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. |
Partner Skills
5P
5P Guren |
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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. |
6P
6P Shippu |
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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. |
4P
4P Enma |
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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. |
Distortion Skills
Shippu
Shippu 236B+C |
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Hakumen can charge this super for additional damage, but he is left vulnerable as he does so. Projectile damage does not scale from charging. |
Yukikaze
Yukikaze 214B+C |
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Distortion Skill Duo
Yukikaze P during Main Character's Distortion Skill |
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Detailed description of the usefulness of the move go here |
Astral Heat
Akumetsu 222B+C |
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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. |
- 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 •
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.