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{| class="wikitable" style="float:right; margin-left: | {| class="wikitable" style="float:right; margin-left: 0.5em; width:25%" | ||
|- | |- | ||
!Hakumen | !Hakumen | ||
|- | |- | ||
|| | || | ||
[[File:BBTag_Hakumen_Portrait.png| | [[File:BBTag_Hakumen_Portrait.png|300x500px|center]] | ||
|- | |- | ||
|| | || | ||
{{# | {{#lst:BBTag/Hakumen/Data|System Data}} | ||
;Movement Options | ;Movement Options | ||
* Double Jump, 1 Airdash, Dash Type: Hop | * Double Jump, 1 Airdash, Dash Type: Hop | ||
Line 21: | Line 21: | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
{{Bio | |||
| name = Hakumen | |||
= | | game = BBTag | ||
| quote = 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! | |||
| lore = | |||
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. | 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. | 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. | ||
}} | |||
===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 [[#Fuumajin|here]] for more info. | |||
===Playstyle=== | ===Playstyle=== | ||
{{StrengthsAndWeaknesses | |||
|intro= | |||
|pros= | |||
| | |||
* Above average health | * Above average health | ||
* High damage potential as well as a high damage assist. | * High damage potential as well as a high damage assist. | ||
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* Specials can be cancelled into each other. | * 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. | * Many of his attacks can cut away opponents' projectiles and make it his own, which can stop zoning. | ||
* | * Counters can help him escape certain setups. | ||
| | |cons= | ||
* Poor ground mobility | * Poor ground mobility | ||
* Tall Hurtbox | * Tall Hurtbox leaves him susceptible to many forms of mixup. | ||
* Because his dedicated anti air is rather slow, he has very limited vertical range and ways to deal with ground to air approaches. | |||
* | * No projectiles outside of his Super. | ||
* | * Limited stagger windows leaves him somewhat vulnerable to pushblock | ||
* Slow normals make it hard to get in and start combos | |||
}} | |||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
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==Normal Moves== | ==Normal Moves== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">4A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_4A.png |caption= | |image=BBTag_Hakumen_4A.png |caption= You won't see this very much. | ||
|name=4A | |name=4A | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|4A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* | * At its farthest range, it will miss on some crouching characters. | ||
While this move has a lot of freedom in chaining into his other normals, this button will not have much use due to this move possessing lackluster range at it's speed in context to most of the cast. | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">5A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_5A.png |caption= | |image=BBTag_Hakumen_5A.png |caption= ZEA | ||
|image2=BBTag_Hakumen_5AA.png |caption2= | |image2=BBTag_Hakumen_5AA.png |caption2= | ||
|image3=BBTag_Hakumen_5AAA.png |caption3= | |image3=BBTag_Hakumen_5AAA.png |caption3= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5A}} | {{AttackVersion|name=5A}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|5A | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* Knocks down airborne opponents | * Knocks down airborne opponents | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AA}} | {{AttackVersion|name=5AA}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|5AA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can be jump cancelled on block | * Can be jump cancelled on block | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAA}} | {{AttackVersion|name=5AAA}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|5AAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Important points go here | * Important points go here | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5AAAA}} | {{AttackVersion|name=5AAAA}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|5AAAA}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">5B</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_5B.png |caption= | |image=BBTag_Hakumen_5B.png |caption= Precious neutral tool | ||
|image2=BBTag_Hakumen_5BB.png |caption2=Kishuu | |image2=BBTag_Hakumen_5BB.png |caption2=Kishuu | ||
|image3=BBTag_Hakumen_5BBB.png |caption3=Enma | |image3=BBTag_Hakumen_5BBB.png |caption3=Enma | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5B}} | {{AttackVersion|name=5B}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|5B | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=5BB}} | {{AttackVersion|name=5BB}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|5BB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
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. In blockstrings, The range and speed of this dash can allow Hakumen to stay close even when push-blocked. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=5BBB}} | {{AttackVersion|name=5BBB}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|5BBB}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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. | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">5C</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_5C.png |caption= | |image=BBTag_Hakumen_5C.png |caption= You have better overheads than this. | ||
|name=5C | |name=5C | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|5C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Overhead | * Overhead | ||
* Knocks down airborne opponents | * Knocks down airborne opponents | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">2A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_2A.png |caption= | |image=BBTag_Hakumen_2A.png |caption= You'll rely on this a lot. | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|2A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Important points go here | * Important points go here | ||
Hakumen's fastest normal, making it useful for winning stand offs with your opponent. | Hakumen's fastest normal, making it useful for winning stand offs with your opponent. Its range and speed make it your primary starter. | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">2B</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_2B.png |caption=stop jumping | |image=BBTag_Hakumen_2B.png |caption=stop jumping | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|2B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 9-15f head invulnerable | * 9-15f head invulnerable | ||
* Launches on hit | |||
* Can cut projectiles | * Can cut projectiles | ||
* Jump cancellable on hit or block | * Jump cancellable on hit or block | ||
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. | 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. Since it launches on hit, 2B can also be used to extend combos. | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">2C</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_2C.png |caption= | |image=BBTag_Hakumen_2C.png |caption= Don't whiff this | ||
|name=2C | |name=2C | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|2C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* Causes a ground knockdown on hit | * Causes a ground knockdown on hit | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">j.A</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_jA.png |caption= | |image=BBTag_Hakumen_jA.png |caption= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.A}} | {{AttackVersion|name=j.A}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|j.A }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=j.AA}} | {{AttackVersion|name=j.AA}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|j.AA }} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">j.B</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_jB.png |caption=Corner carry of justice | |image=BBTag_Hakumen_jB.png |caption=Corner carry of justice | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|j.B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* Wallsticks airborne opponents | * Wallsticks airborne opponents | ||
Has incredible horizontal range with good speed, which makes it useful for air-to-air interactions. | 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 | 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 combos for extra damage. | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">j.C</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_jC.png |caption=Hotaru | |image=BBTag_Hakumen_jC.png |caption=Hotaru | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|j.C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Not an overhead | * Not an overhead | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Ground Throw</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_GroundThrow.png |caption= | |image=BBTag_Hakumen_GroundThrow.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|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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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Zanshin</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_GroundZanshin.png |caption=youtube dot com forward slash moopoke | |image=BBTag_Hakumen_GroundZanshin.png |caption=youtube dot com forward slash moopoke | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground Catch}} | {{AttackVersion|name=Ground Catch}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|AD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | 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. | 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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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ground Attack}} | {{AttackVersion|name=Ground Attack}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|AD Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | After the counter is triggered, Hakumen extends his arm and throws his opponent backwards. The side-swap can be useful for getting yourself out of the corner. 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. This attack's invul. frames can be used to escape certain setups since the counter catches both highs and lows. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air Catch}} | {{AttackVersion|name=Air Catch}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|j.AD}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 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. | Completely halts air momentum, though this shouldn't be used to bait anti-airs, since you're still punishable until you land. Other than that, it works just like the ground version. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Air Attack}} | {{AttackVersion|name=Air Attack}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|j.AD Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Important points go here | * Important points go here | ||
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==Skills== | ==Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Gurren</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Gurren.png |caption=Fullscreen counter hit. | |image=BBTag_Hakumen_Gurren.png |caption=Fullscreen counter hit. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=A}} | {{AttackVersion|name=A}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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{{!}}- | {{!}}- | ||
{{AttackVersion|name=B}} | {{AttackVersion|name=B}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|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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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Renka</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Renka.png |caption=Sweep the leg. | |image=BBTag_Hakumen_Renka.png |caption=Sweep the leg. | ||
Line 406: | Line 403: | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|236A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 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. 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. | 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. The first kick knocks down and allows for OTG's. | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Zantetsu</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Zantetsu.png |caption= | |image=BBTag_Hakumen_Zantetsu.png |caption= Active switch is your best friend | ||
|name=Zantetsu |input=236B | |name=Zantetsu |input=236B | ||
|data= | |data= | ||
{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|236B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* First hit knocks down airborne opponents | * First hit knocks down airborne opponents | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Agito</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Agito.png |caption= | |image=BBTag_Hakumen_Agito.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|j.214A}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Does not hit overhead | * Does not hit overhead | ||
* Counts as a projectile | * Counts as a projectile | ||
* Frame advantage is for hop version | |||
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. | 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. | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Tsubaki</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Tsubaki.png |caption=RIP Tsubacopter loops | |image=BBTag_Hakumen_Tsubaki.png |caption=RIP Tsubacopter loops | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* Overhead | * Overhead | ||
* Frame advantage is for hop version | |||
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. | 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. | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Fuumajin</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Fuumajin.png |caption=No Projectiles Allowed | |image=BBTag_Hakumen_Fuumajin.png |caption=No Projectiles Allowed | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|Cut Projectile}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Important points go here | * Important points go here | ||
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 | 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 another projectile connects with it, the 91 frame count down is reset. | ||
}} | }} | ||
}} | }} | ||
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==Extra Skills== | ==Extra Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">EX Renka</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_RenkaEX.png |caption= | |image=BBTag_Hakumen_RenkaEX.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|236C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Can be jump cancelled on hit/block | * Can be jump cancelled on hit/block | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Yanagi</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Yanagi.png |caption=Attacking while blocking. | |image=BBTag_Hakumen_Yanagi.png |caption=Attacking while blocking. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* 4-27f counters | * 4-27f counters | ||
* Can be special cancelled | * Can be special cancelled | ||
* Knocks down | * Knocks down | ||
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. | 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. Useful for catching bursts since it can cancel off of anything except supers. 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. | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">EX Tsubaki</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Tsubaki.png |caption= | |image=BBTag_Hakumen_Tsubaki.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* Hits overhead | * Hits overhead | ||
* Frame advantage is for hop version | |||
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. | 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== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">5P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Gurren.png |caption=Advancing on your position. | |image=BBTag_Hakumen_Gurren.png |caption=Advancing on your position. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Wallbounces on hit | * Wallbounces on hit | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">6P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Shippu.png |caption=You better keep blocking. | |image=BBTag_Hakumen_Shippu.png |caption=You better keep blocking. | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Sword can cut projectiles | * Sword can cut projectiles | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">4P</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Enma.png |caption= | |image=BBTag_Hakumen_Enma.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|4P}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Launches on hit | * Launches on hit | ||
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==Distortion Skills== | ==Distortion Skills== | ||
====== < | ====== <span style="visibility:hidden;font-size:0">Shippu</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Shippu.png |caption= | |image=BBTag_Hakumen_Shippu.png |caption=THIS is the just sword! | ||
|name=Shippu |input=236B+C | |name=Shippu |input=236B+C | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal}} | {{AttackVersion|name=Normal}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|236BC}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Enhanced}} | {{AttackVersion|name=Enhanced}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|236BC Enhanced}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Wave}} | {{AttackVersion|name=Wave}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|236BC Wave}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* Can cut projectiles | * Can cut projectiles | ||
* Can be charged for additional damage | * Can be charged for additional damage | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Yukikaze</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Yukikaze.png |caption= *slaps yukikaze* | |image=BBTag_Hakumen_Yukikaze.png |caption= *slaps yukikaze* | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Catch}} | {{AttackVersion|name=Catch}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|214BC}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Attack}} | {{AttackVersion|name=Attack}} | ||
{{# | {{#lst:BBTag/Hakumen/Data|214BC Attack}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|8|text= | ||
* 1-27f counters | * 1-27f counters | ||
* Triggers on strikes, throws and projectiles | * Triggers on strikes, throws and projectiles | ||
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* Unblockable | * Unblockable | ||
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. Unlike in all previous BB games, in BBTAG this move can also counter throws. 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 since the opponent isn't in Counter Hit state (unless they're mashing). | Does less damage on catching a projectile since the opponent isn't in Counter Hit state (unless they're mashing). | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
====== < | ====== <span style="visibility:hidden;font-size:0">Tengai</span> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Hakumen_Tengai.png |caption= | |image=BBTag_Hakumen_Tengai.png |caption= | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|j.236BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
An aerial distortion skill mainly used at the end of basic jumping combos. During resonance, it's possible to land an aerial reversal action and cancel into Tengai. | |||
}} | }} | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|Distortion Skill Duo}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Can be blocked unlike its normal version | * Can be blocked unlike its normal version | ||
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{{AttackDataHeader-BBTag}} | {{AttackDataHeader-BBTag}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:BBTag/Hakumen/Data|222BC}} | ||
{{!}}- | {{!}}- | ||
{{Description| | {{Description|7|text= | ||
* Important points go here | * Important points go here | ||
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{{Roadmap}} | {{Roadmap}} | ||
==Navigation== | ==Navigation== | ||
{{# | {{#lst:BBTag/Hakumen/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[BBTag/Hakumen/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[BBTag/Hakumen/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-BBTag}} | {{Navbar-BBTag}} | ||
[[Category:Hakumen]] | [[Category:Hakumen]] | ||
[[Category:BlazBlue Cross Tag Battle]] | [[Category:BlazBlue Cross Tag Battle]] |
Revision as of 05:25, 26 May 2020
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!" | |
Lore: | 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. |
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.
Playstyle
- 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.
- Counters can help him escape certain setups.
- Poor ground mobility
- Tall Hurtbox leaves him susceptible to many forms of mixup.
- Because his dedicated anti air is rather slow, he has very limited vertical range and ways to deal with ground to air approaches.
- No projectiles outside of his Super.
- Limited stagger windows leaves him somewhat vulnerable to pushblock
- Slow normals make it hard to get in and start combos
Normal Moves
4A | Template:AttackDataHeader-BBTag |
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5A | Template:AttackDataHeader-BBTag |
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5B | Template:AttackDataHeader-BBTag |
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5C | Template:AttackDataHeader-BBTag |
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2A | Template:AttackDataHeader-BBTag |
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2B | Template:AttackDataHeader-BBTag |
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2C | Template:AttackDataHeader-BBTag |
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j.A | Template:AttackDataHeader-BBTag |
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j.B | Template:AttackDataHeader-BBTag |
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j.C | Template:AttackDataHeader-BBTag |
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Universal Mechanics
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag |
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Zanshin 5A+D (Air OK) |
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Skills
Gurren 214A/B |
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Renka 236A |
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Zantetsu 236B |
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Agito j.214A |
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Tsubaki j.214B |
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Fuumajin Cut Projectile |
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Extra Skills
EX Renka 236C |
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Yanagi 214C |
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EX Tsubaki j.214C |
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Partner Skills
5P Guren |
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6P Shippu |
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4P Enma |
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Distortion Skills
Shippu 236B+C |
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Yukikaze 214B+C |
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Tengai j.236B+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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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 •