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;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Hop | * Double Jump, 1 Airdash, Dash Type: Hop | ||
;Playstyle | |||
:Aggressive, mid-range | |||
;Team Role: | |||
:Point, Support | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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* Adding to the above, has numerous defensive options capable of shutting down your opponents' attacks, including supers. | * Adding to the above, has numerous defensive options capable of shutting down your opponents' attacks, including supers. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
* Poor mobility | * Poor ground mobility | ||
* 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. | ||
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|- | |- | ||
|} | |} | ||
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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 (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=== | ===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 [[#Fuumajin|here]] for more info. | 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 [[#Fuumajin|here]] for more info. | ||
<br clear | <br style="clear:both;"/> | ||
{{#lst:BBTag/Hakumen/Data|Links}} | {{#lst:BBTag/Hakumen/Data|Links}} | ||
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==Normal Moves== | ==Normal Moves== | ||
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* Can be jump cancelled on block | * 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 | 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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* Important points go here | * Important points go here | ||
Mainly used as a combo/blockstring filler. | |||
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{{!}}- | {{!}}- | ||
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* Can cut projectiles | * 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 | 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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* 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. 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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{{!}}- | {{!}}- | ||
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{{Description|6|text= | {{Description|6|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* Causes a ground knockdown on hit | |||
On CH, 2C allows for an OTG followup. | |||
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* Can cut projectiles | * 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. | 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. Under certain situations, j.A can be used for a fuzzy guard mix-up. | ||
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{{!}}- | {{!}}- | ||
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{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* | * 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 | |||
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==Universal Mechanics== | ==Universal Mechanics== | ||
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* Triggers on strikes, throws and projectiles. | * 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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{{!}}- | {{!}}- | ||
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* Hakumen is invincible during the entire attack | * 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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{{!}}- | {{!}}- | ||
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* Important points go here | * Important points go here | ||
Completely halts air momentum, though this shouldn't be used to bait anti-airs, since you're still punishable until you land. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Air Attack}} | ||
{{#lsth:BBTag/Hakumen/Data|j.AD Attack}} | {{#lsth:BBTag/Hakumen/Data|j.AD Attack}} | ||
{{!}}- | {{!}}- | ||
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* 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. | 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== | ==Skills== | ||
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* 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. | ||
While it doesn't have the same range as the B version, this special has a faster startup and can make blockstrings safe. | |||
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{{!}}- | {{!}}- | ||
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* First kick is a low | * 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. | Hakumen's Renka is a low hitting special move that can be used as a mixup when in conjunction with Zantetsu. A delayed Renka after a 5bbb can allow Hakumen to extend his combos in the corner. This move can be used to make blockstrings safe | ||
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* First hit knocks down airborne opponents | * 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. | 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. | ||
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* Counts as a projectile | * 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 | 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.) | 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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* Overhead | * 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 | 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. On CH, you can OTG opponents when done at a low height. | ||
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}} | }} | ||
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==Extra Skills== | ==Extra Skills== | ||
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{{Description|6|text= | {{Description|6|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* Hits overhead | |||
Deals more a bit more damage and is much faster than regular Tsubaki | Deals more a bit more damage and is much faster than regular Tsubaki which allows this version to be used as an instant over head when TK'd or hop dashed into. Grants a knockdown on hit that can be OTG'd which can be useful by itself but it also allows Hakumen to extend his air combos. | ||
}} | }} | ||
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==Partner Skills== | ==Partner Skills== | ||
====== <font style="visibility:hidden" size="0">5P</font> ====== | ====== <font style="visibility:hidden" size="0">5P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Gurren.png |caption= | |image=BBTag_Hakumen_Gurren.png |caption=Advancing on your position. | ||
|name=5P |input=Guren | |name=5P |input=Guren | ||
|data= | |data= | ||
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* Sword can cut projectiles | * 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 | 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 Causes a knockdown. 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. | ||
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==Distortion Skills== | ==Distortion Skills== | ||
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|name=Shippu |input=236B+C | |name=Shippu |input=236B+C | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | |||
{{#lsth:BBTag/Hakumen/Data|236BC}} | {{#lsth:BBTag/Hakumen/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{AttackVersion|name=Enhanced}} | ||
{{#lsth:BBTag/Hakumen/Data|236BC Enhanced}} | |||
{{!}}- | |||
{{AttackVersion|name=Wave}} | |||
{{#lsth:BBTag/Hakumen/Data|236BC Wave}} | |||
{{!}}- | |||
{{Description|7|text= | |||
* Can cut projectiles | * Can cut projectiles | ||
* | * Can be charged for additional damage | ||
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 | |||
Hakumen can charge this super for additional damage, but he is left vulnerable as he does so. The sword hitbox deals more damage than the projectile. 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. A full charge will deal massive damage, though doing this reliably will depend on your partner having the right assist to cover for it. | |||
Normal version's minimum damage is nearly 4k, so if you can tack it onto the end of a combo, it's probably worth it! | |||
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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 ( | 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== | ==Distortion Skill Duo== | ||
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}} | }} | ||
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==Astral Heat== | ==Astral Heat== | ||
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}} | }} | ||
}} | }} | ||
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==Navigation== | ==Navigation== | ||
{{#lsth:BBTag/Hakumen/Data|Links}} | {{#lsth:BBTag/Hakumen/Data|Links}} |
Revision as of 17:58, 11 July 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 (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 |
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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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On CH, 2C allows for an OTG followup. |
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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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 |
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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. A delayed Renka after a 5bbb can allow Hakumen to extend his combos in the corner. This move can 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. 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 |
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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 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.) |
Tsubaki
Tsubaki j.214B |
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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. 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 and is much faster than regular Tsubaki which allows this version to be used as an instant over head when TK'd or hop dashed into. Grants a knockdown on hit that can be OTG'd which can be useful by itself but it also allows Hakumen to extend his air combos. |
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 Causes a knockdown. 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 |
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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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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. |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- 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
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Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
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Defense •
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Attack Attributes •
Gauges •
Misc •