Line 46: | Line 46: | ||
* Poor ground mobility | * Poor ground mobility | ||
* Tall Hurtbox; cannot crouch under most characters' best pressure normals. | * Tall Hurtbox; cannot crouch under most characters' best pressure normals. | ||
* Due to having a counter as his reversal action, he lacks a DP anti-air. | * 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. | * Aside from his super, he has no projectiles of his own. |
Revision as of 04:50, 29 November 2019
Hakumen |
---|
|
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 |
---|---|
|
|
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
4A |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
---|
5B
5B | Template:AttackDataHeader-BBTag |
---|
5C
5C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 | ||||
---|---|---|---|---|---|
Hakumen's fastest normal, making it useful for winning stand offs with your opponent. |
2B
2B | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
A fast sweep that allows for a combo on counter hit, making it pretty decent even if you trade hits. |
j.A
j.A | Template:AttackDataHeader-BBTag |
---|
j.B
j.B | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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) |
Template:AttackDataHeader-BBTag |
---|
Skills
Gurren
Gurren 214A/B |
Template:AttackDataHeader-BBTag |
---|
Renka
Renka 236A |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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.If you happen to be pushblocked during this, you can be opened up by your opponent since this is a double hitting attack so be careful being predictable with this move. |
Zantetsu
Zantetsu 236B |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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. While it is telegraphed, this can be a very effective tool when active switched from since it has plenty of active frames as well as provides a strong mixup opportunity. Don't be predictable with it since much like Renka, this is a double hitting attack, meaning that if this special is push-blocked you can be opened up by your opponent. |
Agito
Agito j.214A |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag |
---|
Yukikaze
Yukikaze 214B+C |
Template:AttackDataHeader-BBTag |
---|
Tengai
Tengai j.236B+C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
|
Distortion Skill Duo
Yukikaze P during Main Character's Distortion Skill |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Detailed description of the usefulness of the move go here |
Astral Heat
Akumetsu 222B+C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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. |
Roadmap
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
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •