BBCF/Hakumen

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Overview

Overview

Hakumen is a high damage defensive character. His Drive is a parry which forces the cast into RPS situations where they have to guess, even when they're on the offensive. Hakumen also has a very diverse array of specials, with a unique catch: He needs to spend heat to perform them.

To offset this catch, Hakumen passively generates Heat at all times and can generate more with his drive. Hakumen is also one of the few characters who can cancel his specials into each other and most of them have high damage and/or proration. The net result is that, with enough resources, Hakumen has an extremely high damage potential. His normals are no slouch either. Hakumen possesses some excellent normals, such as 4C and j.C for neutral and j.2A to deal with projectiles. Hakumen also has a solid defense with his drive described below, meaning overall Hakumen is a fairly well-rounded high-risk high-reward character.
Playstyle
Hakumen is a defensive character with high-risk high-reward options.
Pros Cons
  • Counters: Hakumen's drives are great at dealing with predictable pressure and projectile okizeme. This allows Hakumen to easily deal with setups that are hard to escape otherwise.
  • Passive meter gain: Hakumen gains meter passively. Playing safe and hoarding meter is a common strategy in neutral and forces characters to rush Hakumen to not lose in the grind game.
  • Long Range Normals: 4C and j.C are excellent normals with long range. This allows Hakumen to control neutral in a lot of match-ups.
  • Anti-Projectile: His sword normals can be used to cut projectiles and gain meter. This is especially useful against characters who have to rely on projectiles in neutral.
  • Overdrive: His Overdrive is one of the best in game. It greatly improves his passive meter generation, which allows him to more easily generate and spend Magatama.
  • High Damage Potential: With options such as Overdrive, Mugen and high damage normals, Hakumen boasts one of the highest damage ceiling in the game. He has access to practical 7k combos and even touch of death under the right circumstances.
  • Extensive Combo Games: A wide range of combo routes are available with 2 magatama and more. Hakumen can deal solid damage midscreen and has decent corner carry.
  • Highly Meter Dependent: Without Magatama or Overdrive, Hakumen's pressure and combos are heavily restrained.
  • Poor Mobility: With a ground hop, inability to microdash to extend range and a slow airdash, Hakumen's mobility is fairly limited hindering his neutral in some match-ups.
  • Unorthodox Backdash: Hakumen is the only character in the game with no strike/projectile invincibility on his backdash. Defensively, this implies having to block or to taking risks with his drives in situations commonly dealt with backdashes.
  • Limited Gatlings: Compared to most characters, Hakumen's normals have few gatling options. This notably hurts his pressure and hitconfirms. Hitconfirming often requires spending meter for specials.
  • All-or-nothing: Hakumen's damage output is unstable, while the ceiling is high the floor is also very low. Some of his neutral/combos tools have noteworthy limitations. Most notably, 4C requires a CH and doesn't combo into anything at max range; j.C only leads to combo near corner and rare situations; 236B often whiffs if the opponent is too far etc etc.

Drive: Zanshin

Hakumen's Drive projects an energy barrier with a guard point that parries attacks. When triggered with a strike, Hakumen will follow up with an invincible, but blockable, counterattack. This gives Hakumen an effective counter to use against many of his opponent's options. In addition, many of Hakumen's normals cancel into his Drive. This makes Zanshin not only a great defensive tool, but an offensive one as well, countering attacks that may exploit holes in Hakumen's blockstrings. Hakumen's drives share many traits:

  • The guard point protects and triggers on either side of Hakumen, and the counterattack will autocorrect to face the opponent.
  • If the opponent makes contact with a strike, they experience a long hitstop while Hakumen receives none, making the follow-up much easier to land.
  • On hit, the counterattack generates 1 magatama and can be special cancelled for a combo.
  • If a projectile is guarded, normal drives will not activate their counterattack, but will still remain completely invulnerable throughout recovery.
  • Hakumen can also special cancel the guard point trigger itself; doing so will carry over invincibility into the next move for 10 frames. This can be used as a pseudo reversal option even against projectile attacks.
  • All drives are in a counterhit state from start to finish. Poor timing or using the incorrect drive for a certain attack can lead to a heavy punish.

Unique System: Magatama

Hakumen has a unique meter system. His heat meter is divided up into 8 "magatama" stocks, which are used for his special moves in addition to the usual uses for heat. Whilst this mostly just functions as a stylised heat meter, (Rapid cancels still cost half of a full meter, or 4 Magatama, for example) the way Hakumen's heat is generated is also different:

  • Hakumen starts a round with 1 Magatama.
  • Hakumen will gain heat passively:
    • Normally Hakumen gains 4 heat points per frame (15 during overdrive). One magatama is 1250 Heat points, so normally it takes 312.5 Frames to gain one magatama.
    • This rate is 2 while Hakumen is in hitstun (10 During overdrive).
    • This does not pause during hitstop effects of any kind, including super flashes.
    • The gain increases by a flat 1 Heat per frame while below 35% health, regardless of state.
    • The final amount is divided by 4 during Heat Gauge Cooldown unless in overdrive. Fractions are truncated, so Hakumen will generate 1 Heat point per frame and zero while in hitstun (Even while below 35% health in both cases).
  • Successfully hitting with his normal drives or cutting a projectile will generate one magatama instead of basing the gain on the damage dealt.
  • Hakumen generates heat from hitting his opponent, blocking and being hit at a quarter of the rate as anyone else. Even though they spend meter to do so and usually incur a cooldown, Special moves still generate heat on hit.

Due to this, Hakumen gains much more heat through his passive gain than by attacking. Players are incentivised to play defensively, keeping their opponent away, calling their attacks and then going all in with a flurry of attacks when the time is right.

Overdrive: Kishin

During Overdrive, Hakumen's gains the following buffs:

  • Greatly increases passive Heat gain (see above).
  • Hakumen becomes immune to heat gauge cooldown, vastly improving the heat generated. Many special moves will leave Hakumen with more heat than he started with.
  • Drives generate two Magatama on hit rather than one.

Hakumen's overdrive is straightforward but extremely powerful. It gives Hakumen the ability to use his specials much more freely, and combo routes involving Overdrive deal extremely high damage. The extra magatama generated alone can turn the tides of a match, even if not used while in Overdrive. The benefits of his overdrive end the instant overdrive does, including the moment an Exceed Accel hits, even if an Overdrive version of a Distortion Drive is still playing out.

Normal Moves

5A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 Mid 5 3 6 +3 B
  • Must be barriered when in the air

Standard standing jab and one of the rare 5f normals. It is, however, terrible in pressure as it whiffs on everyone crouching except Haku and Tager. 2A > 5A also works in pressure on Relius and Kagura. Thanks to its low start-up and recovery, it acts as a reliable anti-air at close range.


Gatling Options (Can cancel into other normals after 10 frames): 5B, 6A, 6B, 3C, Drives, Special, Throw, Jump

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 90 80
  • Cancellable into normals from frame 10

5B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
730 Mid 10 2 15 0 B
  • Does not hit everyone crouching from far away
  • Must be barriered when in the air
  • Hakumen's hurtbox moves far back during start up
  • Now combos into 2B in CF

Fairly situational 5B. While it's 0 on block and jump cancellable, it suffers from a poor horizontal hitbox which hinders its usefulness in pressure. At close range, it can gatling into 2B for a 2-frame gap frame trap or 6B for a 50/50.

In neutral, it isn't that good either due to its poor hitbox and fairly high recovery. Thanks to its awkward hurtbox, it has some niche punishing purposes like making the first hit of Kokonoe's 214214x whiff and preventing her from using RC.


Gatling Options (Can cancel into other normals after 21 frames): 5A, 2A, 2B, 6A, 6B, Drives, Special, Jump

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89
  • Cancellable into normals from frame 21

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1100 Mid 14 2 20 -3 B 13~15 Guard P
  • 13F-15F can cut projectiles
  • Must be barriered when in the air
  • Hard Knockdown on Airborne opponents
  • Forces crouching on hit

Haku's standard punish move. It forces crouching on hit, which can lead to high damage combos with only one magatama with 214A > 2C. Can be cancelled into overdrive. On a 5C CH > OD if the opponent bursts immediately, there is enough time to block the burst and punish with another 5C.

In neutral, it can act as a pseudo high-risk high-reward anti-air if spaced correctly.


Gatling Options: Special

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92
  • Projectile guard point applies only to blade Forces crouching on standing hit

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 Mid 7 3 9 0 F

One of the furthest-reaching 2A of the cast and amazing in neutral. In pressure, it can be linked into itself (gapless), 2B (can be DP'ed on IB), 6A (frame trap) or any special. Additionally, while 2A > 6B isn't a gatling it but can be used as a mix-up option. Beware, that 2A > 6B/2B may whiff if done from too far.


Gatling Options (Can cancel into other normals after 11 frames): 5A, 5B, 2A, 2B, 6A, 6B, 3C, Drives, Special, Throw

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 100 80
  • Cancellable into 6A immediately on hit/block Cancellable into other normals from frame 11

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650 Low 8 6 15 -4 F
  • Air tight blockstring when late chaining into 5A
  • Good active frames make it good for checking approaches, catching rolls, and as a meaty.

With its great range and quick start-up, this is one of Hakumen's best moves for footsies. Being a 8-frame low, it enables 50/50 mix-up when combined with 6B. In pressure, it can be followed up with 623A > Throw or 214A (can be DP'ed on IB).


Gatling Options (Can cancel into other normals after 18 frames): 5A, 2A, Drives, Special

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 90 89
  • Cancellable into normals from frame 18

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1050 Mid 13 3 33 -17 B 9~15H
10~15 Guard P
  • Head invulnerability from frames 9-15
  • 10-18F can cut projectiles
  • Must be barriered when in the air

2C has great vertical reach but is very punishable on whiff. If blocked, it can be cancelled into 214A or 623A to make it safe. This move should only be used as an anti-air if it certain it will at the very least be blocked. This move is useful against IAD at midrange but is very weak against cross-ups.

Comboing after it can be fairly tricky. 2C > 9hjc j.2A works most of the time on normal and counter hit and at most height and distance. On CH, it can combo into Falling j.2C > 6A > 6B for high damage combos.


Gatling Options: Special, Jump (on hit)

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 82
  • Projectile guard point applies only to blade

6A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
720 Mid 12 4 16 -1 B
  • Must be barriered when in the air
  • No head invulnerability

Situational pressure tool. In pressure, it's -1 at close range, +0 if done from a distance. While it pushes Hakumen forward, it isn't that strong in pressure as the options afterwards are limited, especially if it is barriered. 6A > 6B is gapless but heavily telegraphed, as 6A doesn't have any gatling into a low. On CH, it can combo into Forward Hop > 5C > 214A or 214214B, the latter being extremely rare.


Gatling Options: 6B, Drives

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89
  • Due to its hitbox, the first active frame of the move is likely to whiff in pressure. This makes it +0 on block instead of -1

6B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
590×2 High, Mid 18 2, 6 20 -4 B×2 4~22F
  • 4-22F foot invulnerable
  • Must be barriered when in the air
  • As of 2.0, cancels into Shippu

One of the fastest overheads in the game, but doesn't combo into anything on a normal hit. Do not to abuse this move in pressure as it has a lot of recovery and is -4 on block. If used too predictably, it is possible to OD through it and reliably punish it. It only leads to combos on CH, rapid cancel, after a high 6A hit or into Shippu > Kishuu near the corner.

6B is also Hakumen's most versatile okizeme ender, which can lead to meaties or safejumps midscreen and in the corner.


Gatling Options: Drives, Super

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 4 80 92
  • Bonus Proration 110% Can cancel into Shippu

6C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6C 1500 Mid 20 3 25 -7 B Guard P (see notes)
6[C] Lv 1 1700 Mid 25 3 25 -7 B Guard P (see notes)
6[C] Lv 2 2000 Mid 60 3 25 -7 B Guard P (see notes)

The No Charge version has these unique properties:

  • Staggers on ground counter hit.
  • Slides on air counter hit.


The Partial Charged version has these unique properties:

  • Slides on normal and counter hit.


The Fully Charged version has these unique properties:

  • Bonus Proration 110%
  • 58-62F can cut projectiles
  • Forces fatal counter even on normal hit
  • Best opener P1/P2 and up front values by far.


Each version has the following properties:

  • Can cut projectiles starting from 2F before the active frames.
  • Fatal counter
  • Must be barriered when in the air


While it is on paper 6C Hakumen's best move to punish moves, it requires a fatal counter to link into moves other than 5A and it can't be cancelled into overdrive. As such, 5C is often better as a punishing tool. Regardless, it can be used to punish some DPs such as Ragna and Jin's 623C for OD-less high-damage routes.

In neutral, 6C has a pretty large horizontal hitbox, but its long recovery and slow startup makes it a poor spacing tool.

6C (level 2) is essentially a combo filler in the corner since it causes slide on grounded opponents, examples include Forward Throw > 623A > 6C (level 2) or 41236C(1) > 623A > 6C (level 2).

6C (level 3) is an extremely situational punishing move. It can be used to punish Arakune's 236236C, Platinum's parry, Terumi's parry super, Azrael's astral and Mai's 236D (by using overdrive to make the second hit of her super whiff).


Gatling Options: Super

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
6C Long 5 100 94
6[C] Lv 1 Long 5 100 94
6[C] Lv 2 Long 5 100 94
  • 6C (notes: Fatal Counter Projectile guard point starts 2F before active to end of active frames Projectile guard point applies only to blade)
  • 6[C] Lv 1 (notes: Fatal Counter Projectile guard point starts 2F before active to end of active frames Projectile guard point applies only to blade)
  • 6[C] Lv 2 (notes: Bonus Proration 110% Fatal Counter even on normal hit Projectile guard point starts 2F before active to end of active frames Projectile guard point applies only to blade)

3C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 Low 8 3 28 -12 F 7~14 Guard P
  • 7-14F can cut projectiles

A very fast and far reaching poke. Since it only has 8-frame of start-up, it can be used to punish EA at close range. It requires a CH or RC to combo. Up close, It can combo into 6A > 6B and 2B > 214A from further away. Since it's -12 it's extremely easy to punish as such:

Do not autopilot combos that end with 3C in pressure.


Gatling Options: 214214B

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92
  • Projectile guard point applies only to blade

4C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 All 10 1 24 -4 B 8~10 Guard P
  • Fast and long-ranged neutral tool.
  • 10-12F can cut projectiles.

4C is one of Hakumen's prime neutral tool thanks to it's great range and start-up. Be careful, as many characters can simply dash under or uses moves that low profile to avoid it (Such as Izanami's 2B). It only combos into 632146C on normal hit. On CH, it can be linked into itself, 214A or 623AA, but none of these work at max range.


Gatling Options: Super

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 100 89
  • Projectile guard point applies only to blade The hitbox viewer is wrong and this move only 1 active frame This move is hard-coded to have 20 frames of blockstun (Unknown11028: 20) in spite of being a level 3 normal.

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
300 High/Air 7 3 9 H
  • Late chains into j.B

A pretty decent tool for air to air situations, and for setting up a Throw Reject Miss on an unsuspecting opponent (IAD J.A x(1~2) > Air throw). In neutral, IAD J.A > J.C is very strong as the J.A deals with the other air-to-air and let the J.C hit very close to the ground. It's fairly difficult to combo after J.A. On normal hit, it only combos into J.A, J.B, J.214A at certain heights; On CH, combos into J.C and Falling J.B > 5C.


Gatling Options (Can cancel into other normals after 13 frames): j.A, j.B, Special, Throw

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 1 80 80
  • Cancellable into normals from frame 13

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
650 High/Air 9 3 20 H
  • Late chains into j.A and j.2A
  • Solid crossup hitbox

An amazing normal with a better hitbox than it looks. It's a very good move for jump ins and for crossing the opponent up. On okizeme, after an air hit 6B, Hakumen can 9jc > J.A (whiff) > J.B or 669 > J.A (whiff) > J.B (to cross-up) for a left right/mix-up which also acts as a safejump. The 669 option is also useful to get out of the corner.


Gatling Options (Can cancel into other normals after 28 frames): j.A, j.2A, Special, Jump

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89
  • Cancellable into normals from frame 15

j.C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 12 8 26 H 10~19 Guard P
  • Wall sticks on corner hits
  • Projectile guard point 10F-19F

The go-to tool for Hakumen's air-to-air game. Its hitbox extends all the way from the tip of Hakumen's blade to his shoulder, which makes it great for spacing in the air. It blows the opponent back on hit, and wall sticks in the corner. On a air hit CH and near the corner, it is possible to combo with J.C CH > IAD J.C > J.214B or J.C CH > IAD > 5C if close enough to the ground.

On tall characters falling j.C is also a strong zoning tool. Bear in mind its slow startup means that it must be used preemptively for close to the ground air-to-air confrontations.



Gatling Options: Special, Jump (on hit)

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 92
  • Projectile guard point applies only to blade

j.2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
700 High/Air 11 12 12 H 5~22 Guard P
  • Projectile guard point 5F-24F

One of Hakumen's fastest moves for cutting the opponent's projectiles thanks to its long active time, and decent air-to-air tool. It only gatlings into J.C and specials. Primarily used against zoners to approach. The strategy is to 9jc > Barrier > Delay J.2A. It cuts projectiles in neutral and keeps a jump/airdash option available afterward to adapt to the situation.


Gatling Options (Can cancel into other normals after 27 frames): j.C, Special, Jump

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 80 89
  • Projectile guard point applies only to blade Cancellable into j.C from frame 27

j.2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1200 High/Air 16 4 30 H 14~19 Guard P
  • Projectile guard point 14F-19F


Decent air to ground tool, it has a bigger hitbox than J.B but is slower and it's harder to combo after it. A very common mistake is to overuse IAD J.2C in neutral. J.2C is very slow and as such fairly easy to anti-air. 7/9jc > Barrier > Close to the ground J.2C can be very strong as it exploit J.2C great hitbox while making hard to punish. In the corner 6B > J.A(whiff) > Falling J.2C acts as a safejump. J.2C is also used after J.214A air combo enders to prevent delay techs, rolls or to even meaty with certain setups.


Gatling Options: Special

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 80 92
  • Projectile guard point applies only to blade

Drive Moves

Each of Hakumen's Drive normals automatically trigger a counterattack after blocking an opponent's strike, but not after blocking a projectile. Hakumen becomes fully invulnerable for the remainder of the Drive move if any attack is blocked, and also gains the option to cancel into any special, super, Crush Trigger or Exceed Accel if the counterattack is not triggered. Each counterattack's startup can also be cancelled into any of the same options in a short window before they are active.

5D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5D 40 6~20 Catch HBFPD
5D Attack 0, 1000 16 10 10 -1 BT 1~End All
  • Can be held
  • Cannot block low moves, regardless of attribute.
  • Gain 1 magatama when followup attack connects.
  • 0% heat gain multiplier (No normal heat gain outside of the fixed 1 magatama)
  • Swaps sides and causes hard knockdown

Your general purpose counter and the most lenient with its timing due to its ability to be held. However, this is the only normal drive move that doesn't have guard point from the first frame, so don't use it as a reversal. Gives reasonable reward on hit.

5D can act as a pseudo anti-air. It combos into 236B, 623A and can be OD cancelled


Gatling Options: Special

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5D
5D Attack Very Short 0, 4 100 100, 72
  • 5D (notes: Only guards attacks that can be blocked high/mid Cancels into attack only after guarding a non-projectile Counterhit state for entire move On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F)
  • 5D Attack (notes: Cancellable into specials/supers/CT/EA on frames 11-15)

2D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
2D 46 1~8 Catch HBFPD
2D Attack 0, 1000 16 10 15 -6 FT 1~End All
  • Cannot block overhead moves, regardless of attribute.
  • Gain 1 magatama when followup attack connects.
  • 0% heat gain multiplier (No normal heat gain outside of the fixed 1 magatama)
  • Swaps sides and causes hard knockdown

A mid and low counter that is active frame 1, so can be used as a wake-up reversal, although the follow-up attack may miss entirely depending on the hitboxes. On hit it puts the opponent behind Hakumen, useful for corner switching with an opponent. Loses to overheads. Just like 5D, it combos into 236B, 623AA and can be OD cancelled.


Gatling Options: Special

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
2D
2D Attack Very Short 0, 4 100 100, 72
  • 2D (notes: Only guards attacks that can be blocked mid/low Cancels into attack only after guarding a non-projectile After guarding a projectile attack, Hakumen is fully invincible for rest of move Counterhit state for entire move On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F)
  • 2D Attack (notes: Cancellable into specials/supers/CT/EA on frames 11-15)

6D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
6D 43 1~9 Catch HBFPD
6D Attack 0, 1000 16 10 10 -1 BT 1~End All
  • Cannot block low moves, regardless of attribute.
  • Gain 1 magatama when followup attack connects.
  • 0% heat gain multiplier (No normal heat gain outside of the fixed 1 magatama)
  • On successful counter, blows opponent away and wallbounces

Where 5D is a safer prediction move with a potentially bigger reward, this is more akin to a reversal, going active in 1 frame but having bad recovery. Like 5D, it catches highs and mids, but loses to lows. Sometimes used after 6A or 6B to catch attempts at poking out. Primarily used on reaction after an OD flash or against slow overheads. It can also be used to counter some IOH like Rachel's 5B > 9jc J.2D J.A.

Unfortunately, it's very difficult to combo after it and the combos usually aren't worth doing.


Gatling Options: Special

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
6D
6D Attack Very Short 0, 4 100 100, 72
  • 6D (notes: Only guards attacks that can be blocked high/mid Cancels into attack only after guarding a non-projectile After guarding a projectile attack, Hakumen is fully invincible for rest of move Counterhit state for entire move On Guard Point, hitstop for Hakumen is 2F. Opponent hitstop is 14F)
  • 6D Attack (notes: Cancellable into specials/supers/CT/EA on frames 11-15)

j.D

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.D Until L+17 1~10 Catch HBFPD
j.D Attack 0, 1000 14 10 6 HT 1~End All
  • No weakness to specific guard types, unlike other Drives.
  • Stalls air momentum.
  • Gain 1 magatama when followup attack connects.
  • 0% heat gain multiplier (No normal heat gain outside of the fixed 1 magatama)

The anti-air-to-air and anti-anti-air drive. Can be used when falling down or after an IAD to counter moves which are otherwise tough to deal with. It is also a mindgame tool after a blocked J.214A to deter the opponent from using an anti-air. Be careful though, as it can be dealt with air grabs. After J.D, Hakumen is in recovery until landing. As such, using it while high in the air is a risky gamble. On hit, it combos into J.2A or J.214C.

As of CF2, an air option (double jump, air dash) is regained upon a successful catch, meaning it is always possible to go for J.D > J.2A > 9jc > J.B2A > J.214A even after a double jump.


Gatling Options: Special

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
j.D
j.D Attack Very Short 100 100, 67
  • j.D (notes: Only guards attacks that can be air barrier blocked Cancels into attack only after guarding a non-projectile After guarding a projectile attack, Hakumen is fully invincible for rest of move Counterhit state for entire move On Guard Point, hitstop for Hakumen is 0F. Opponent hitstop is 12F)
  • j.D Attack (notes: Cancellable into specials on frames 11-13)

Universal Mechanics

Forward Throw

B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 1500 Throw 7 3 23 T
  • 100% minimum damage (1500)
  • Staggers on hit

Primarily used after a 2A at close range or 623A in pressure. Midscreen, it combos into 2C or Forward Hop > J.214B. In the corner, it combos into 623A > 6C(level 2). The first hit after throw is unburstable. In the corner, Throw > ODc > 6C(level 2) leads to efficient combos making it a very useful round ender.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 4 100 50
  • Minimum Damage 100% (1500)

Back Throw

4B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 750×2 Throw 7 3 23 T
  • 100% minimum damage (1400)

Hits twice, only the second move can be special cancelled. Unlike forward throw, back throw requires a magatama midscreen to continue the combo with 623A, 623AA or Delay 214A. The first hit can be rapid cancelled into 5C OD avoiding the move's proration and thus leading to very high damage under the right circumstances. This is, however, very situational and a fairly difficult link.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 2, 4 100 50
  • Minimum Damage 100% (1500)

Air Throw

j.B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 200, 1300 Throw 7 3 23+3L T
  • 100% minimum damage (1500)

The second hit can combo into J.B, J.2A, J.2C (If high enough) or 2A > 6A (If too close to the ground). In the corner, combos into J.C > 6C. This is also sometime used as an air combo ender, as not a lot of characters can deal with J.C after teching it.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0, 1, 4 100 50
  • Minimum Damage 100% (1500)

Counter Assault

6A+B while Blocking

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0 all 13 12 18 -11 B 1~20 All
  • 180F meter cooldown
  • 1-20F invincibility
  • Requires 4 magatama

A fairly good counter assault with a nice hitbox, as it can't be low profiled and has decent reach. It is, however, not used very often as spending 4 magatama is most of the time not affordable or not worth it.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 4 50 92

Crush Trigger

A+B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 (With Barrier) B
5[A+B] 1000 Guard Break 60/Barrier 30~61 1 25 0 (With barrier) B
  • Can be held
  • Requires 2 magatama
  • 100% P2 when charged
  • 180F meter cooldown

Causes guard crush on normal blocking. It staggers if hits a grounded enemy and launches otherwise. When charged, this move has a 100% P2, which means it doesn't affect the damage reduction in a combo. As such, this is a great overdrive combo filler. Primarily used after 41236C(1) or Air hit 5C in OD combos.

Version Starter Rating Level P1 P2 On-ODR Cancel Timing
5A+B Normal 80 60
5[A+B] Long 80 100
  • 5A+B
  • 5[A+B]

Backdash

44

Damage Guard Startup Active Recovery On-Block Attribute Invuln
15 1-4T
  • Quickest backdash in the game
  • Only invulnerable to throws briefly on startup and nothing else.
  • Air Special cancellable from Frame 8, Grounded special cancels possible from frame 11

Because of how potent Hakumen's drive moves are defensively, Hakumen gets a backdash which is frankly awful as a defensive tool thanks to its lack of any meaningful invulnerability. If you predict a throw coming, it's still usually better to jump rather than try this. Instead, try to take advantage of the fact that it's the quickest backstep in the game by a significant margin and can be made even quicker by being able to special cancel it halfway through. Therefore Use this as a tool to position yourself correctly to keep your spacing and as a fakeout tool with its special cancels rather than a reversal tool.

Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Special cancellable from Frame 8

Specials

  • Hakumen can cancel his specials and supers on hit or block into other specials, supers, Crush Trigger or Exceed Accel. Normally, each special can be used only once per string.

Fuumajin

Cut Projectile

Damage Guard Startup Active Recovery On-Block Attribute Invuln
900 all 1 92 P3* 1~End Guard xP

Whenever one of Hakumen's sword moves "cuts" an opponent's projectile, that projectile has one hit removed and Fuumajin is spawned in its place. Hakumen also immediately gains 1 magatama. It is a key tool for dealing with projectile heavy characters but occasionally sees use elsewhere too. While its specific usage varies a lot with the matchup, in general terms it can be used to simply deny or defend against a long ranged attack or simply to put up a barrier to stop a barrage of projectiles or your opponent closing in after their projectile. At other times it can be used more aggressively; correctly timing a sword strike to cut a projectile as it spawns can give you effectively additional reach or severely limit your opponent's movement options.

On paper the attack is also a good starter, but it can be difficult to capitalise on. In the event you hit your opponent at the same time as cutting a projectile, the Fuumajin will hit after the sword hit, potentially ruining any counterhit confirm.

  • If Hakumen's sword or an existing Fuumajin and his body connect with a projectile on the same frame, Hakumen will be unharmed.
  • The Fuumajin itself has guard point against anything projectile-attribute, and will reset its duration when it blocks something. Usually this means it will remove the rest of the hits of a multi-hit projectile.
    • It will also block Strike-Projectiles like Azrael's 2C or any of Nine's normals, even though they cannot be cut to first create a Fuumajin.
  • Hakumen can only have one Fuumajin active at a time; cutting another projectile will create a new Fuumajin, replacing the existing one.
  • Does not go away when Hakumen is hit.

There are some specific interactions:

  • Jin's Touga HyojinBBCS Jin 632146C.pngGuard:
    All
    Startup:
    1+(30 Flash)+8
    Recovery:
    Total 44
    Advantage:
    -16
    ; creates a Fuumajin when cut, but the wave has too many hits and travels too fast, so the attack will keep going and hit Hakumen anyway.
  • Platinum's Dream SallyBBCS Platinum DreamSally.pngGuard:
    All
    Startup:
    28
    Recovery:
    Total 48
    Advantage:
    -6
    ; pops the bubble, even if you hit with the part of a slash that can only hit projectiles
  • Hibiki's Shadow Clones; Will destroy the clone withoutcreating a Fuumajin unless it is struck while active, which is usually just before it reaches the Hakumen, so the timing is quite tight
  • Another Hakumen's Fuumajin; A new one will be spawned, then both will collide and delete each other immediately
  • Susanoo's 6ABBCF Susanoo 6A.pngGuard:
    All
    Startup:
    16
    Recovery:
    Total 52
    Advantage:
    -10
    ; Can be cut with precise timing. Unusually however, another 6A afterwards will destroy the Fuumajin.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 85 89
  • If another projectile touches Fuumajin, its active frames are reset When cutting opponent's projectile, Hakumen and opponent's projectile both experience 0F hitstop Invuln listed is what the Fuumajin itself interacts with Hakumen is projectile invulnerable during the frame he cuts a projectile

Guren

214A with 1 Magatama

Damage Guard Startup Active Recovery On-Block Attribute Invuln
950 all 14 3 15 +1 B

Pressure and combo tool. Combos into 2A, 41236C or even 2C if the opponent is crouched. Being +1 on block, it can be followed-up by 2A to reset the pressure. However, it is fairly easy to IB as Hakumen's pressure is limited. If the opponent respects it too much, 214A > 6B can be used as a mix-up. If they instant block and mash after 214A, it is possible to 2D them to deter mashing. Do not overuse it in pressure as it drains meter pretty quickly.

  • 30F Heat Gauge cooldown
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 92
  • Heat Gauge Cooldown 30F

Kishuu

623A with 1 Magatama

Damage Guard Startup Active Recovery On-Block Attribute Invuln
18 5~14 HB

Has 10 frames of Head and Body invulnerability, but does not go through projectiles. In combos, this is used after air hit 5C to combo into 6A. In pressure, this is used to approach and set up throws. It can also be used after the super flash of some reversal supers to crawl under them and punish with 5C CH / 6C FC without letting the opponent RC (Valk's 236236D / Izayoi's 236236C).

  • 30F Heat Gauge cooldown
  • Cancellable into Enma on frames 10-13, or Renka and Zantetsu from frame 10 onwards; these cancels count as being part of the same string.
Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Can cancel into Enma from the 10th frame Heat Gauge Cooldown 30F

Enma

A after 623A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1060 Mid 6 7 16 -4 B 1~8 HB

An amazing neutral tool with a surprisingly high and far reach, deals with a plethora of pesky moves and punishes them. Midscreen, it combos into 5B (close range), 214A (far range), 5C (air hit and counter hit) or even 6A > 6B (distance, height and character specific). As it's -4, it's punishable on IB by most 5A/2A. On block, it can be canceled into 214A for a gapless blockstring even on IB.

  • 30F Heat Gauge cooldown, even though it doesn't cost additional meter to use.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 100 72
  • Heat Gauge Cooldown 30F

Renka

236B with 2 Magatama

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000×2 Low, Mid 9 3(12)3 21 -5 F, B

Great combo tool at close range. Midscreen, it combos into 6A > 6B and IAD J.2C. In the corner, the main combo is IAD J.2A > J.C. Sadly, the second hit has a poor horizontal reach limiting its usefulness in pressure and it may whiff if the opponent is too far, which is common if the opponent barrier blocks the preceding hits. Furthermore, it is possible to ODR after the first hit to make the second one whiff, forcing Hakumen to special cancel or be heavily punished. 236B(1) > 623A is 0 on block, this is, however, very costly. It has the fastest startup of any of Hakumen's grounded specials, so using it to cover unsafe specials gives tighter frametraps than Guren. Due to its ability to be jump cancelled, it is possible to perform an Overdrive Cancel by first jump cancelling this move and then cancelling the prejump frames into OD. Jump cancelling will also immediately reset a string, allowing Hakumen to cancel his prejump frames into a special that had already been used.

  • 60F Heat Gauge cooldown
  • Jump cancellable on the second hit
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 82, 92
  • Second hit is jump cancellable Heat Gauge Cooldown 60F

Zantetsu

41236C with 3 Magatama

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2100, 800 High/Air, Low/Air 21 3(14)3 18 -2 B,F 21~23 Guard P
38~40 Guard P

Standing overhead that can lead to absurd damage. Prime combo filler in OD combos that can be done after 5C or 214A. 41236C(1) > 623A is +2 on block, but similarly to 236B this is very costly. The second hit has an awful proration and is avoided in long or OD combos with 623A or CT. As far as the basic 41236C combo is concerned, 41236C(2) > 6A > 6B > Air combo yields similar damage as 41236C(1) > 623A > 6A > 6B > Air combo, so the former is preferred.

  • 90F Heat Gauge cooldown
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 5, 4 90 94, 72
  • Projectile guard point applies only to blade Heat Gauge Cooldown 90F

Yanagi

214D with 2 Magatama

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2500 all 30 3 18 -7 BT 4~27 Guard HBFPD

Hakumen advances forward with a Zanshin seal that autoguards attacks and attempts to chokeslam the opponent. On block, it's -7 and therefore punishable by most 2A. It can be cancelled into 214A for a frame trap or 236B to make it gapless. Can be used to on wake-up in the corner to escape, but it loses to meaties. On hit, combo into 236B or 623A > 6A > 6B. This is also a very combo OD combo ender with 6A > 6B > 214D > EA or 6A > 6B > 214D > 632146C > 623A > EA.

  • 30F Heat Gauge cooldown
  • Like other Drive moves, Hakumen can special cancel the remaining startup of the move if it blocks an attack.
  • Unlike other Drive moves, Hakumen attempts the grab at the end even if he didn't block any attack.
Starter Rating Level P1 P2 On-ODR Cancel Timing
Normal 0 100 100, 72
  • If an attack is blocked, can cancel into specials immediately? On Guard Point, hitstop for Hakumen and Opponent 14F After guarding an attack, remaining Guard frames are replaced with Full Invincibility Heat Gauge Cooldown 60F

Agito

j.214A with 1 Magatama

Damage Guard Startup Active Recovery On-Block Attribute Invuln
950 All 12 4 Total 35 -2 P1

Low-cost knockdown tool. Counts as a projectile, which allows it to beat most anti-airs. On counter hit, it ground bounces and combos into j.2C or j.B depending on the height. IAD j.214A is a fairly ambiguous cross-up but doesn't combo into anything.

As far as okizeme is concerned, j.214A is a fairly good ender. For more details, check the okizeme strategy section: link

  • 30F meter cooldown
  • Can only be used once in the air
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 3 70 92
  • Heat Gauge Cooldown 30F

Hotaru

j.214B with 2 Magatama

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 Mid 11 3 35 H 1~17 All

Primarily a combo extender, as it is possible to airdash afterward into J.2C > 6A > 6B which leads into high damage combos. In the corner, it is used to end with J.C > 6C/5C > 6A > 6B, which give a much better knockdowns than J.214A. Even though it's invulnerable, it is not that great of a wake-up option as it is not invincible frame 1 due to the jump and easily whiff if the opponent crouches or use 2A. It's a also a short/fast starter, so combos are limited afterward.

  • 60F meter cooldown
  • Air-unblockable air attack.
  • Resets Hakumen's air options, and can be jump and airdash cancelled on hit/block
  • Can only be used once in the air
Starter Rating Level P1 P2 On-ODR Cancel Timing
Very Short 3 80 92
  • Resets air options (Jump/Airdash) Heat Gauge Cooldown 60F

Tsubaki

j.214C with 3 Magatama

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2500 Guard Break 60/Barrier 15 3 22 H 15~17 Guard P

Situational special. Sometime used in OD combos, however, it is harder to use than 41236C. In pressure, it guard crushes if it isn't barriered. In that case, it can combo into Forward Hop > 5C midscreen or 6C (level 2) in the corner.

It can be used on wake-up to heavily punish throw attempts if the opponent is trying to play around 236236D. It combos into 6A > 6B > ... or 5C > ODc > 214A/236B > ...

Fastest startup after TK is 19 frames and 21 after a Hop.

  • 90F Heat Gauge Cooldown
  • Can be used any number of times in the air.
  • Can cut projectiles 15F-17F
  • Fatal Counter
Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 4 90 92
  • Fatal Counter Projectile guard point applies only to blade Heat Gauge Cooldown 90F

Distortion Drives

Kokūjin: Shippu

632146C with 4 Magatama

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
632146C 3500 [4000] All 14+(47 Flash)+7 4 41 -26 B Active Frames: Guard P (see notes)
632146[C] 5000 Unblockable 14+(47 Flash)+86 4 41 B Active Frames: Guard P (see notes)
632146C Wave 2500 [3000] All 14+(47 Flash)+11~90 Until Hit P3

Hakumen launches a sword attack and a shockwave to the opponent.


Normal Version

Standard distortion combo ender. It can be canceled on block with 623A to make it +0 on block, though you waste 5 Magatama so think about it before throwing out. In neutral, this can be useful against zoners (Nu, Lambda, Rachel) since it cuts projectiles on all active frames, or Valkenhayn in wolf form as he can't block it.


Charged Version

You can hold the button for 100F to get the Charged Version, which is completely unblockable. Basically impractical. The hold mechanic itself is useful for timing some combos that requires height or such.


Overdrive Version

The OD version fires a taller, Reppuken-esque energy wave to the slash, with an excellent vertical hitbox, allowing one to combo afterwards. Since the energy wave has better proration than the actual slash and wallbounces it can be used in midscreen OD combos, such as CT > 6C > 632146C (wave), then follow-up with 623A.

  • 180F Heat Gauge cooldown
  • 30% minimum damage on slash (Uncharged: 1050[1200] Charged: 1500), 20% minimum damage on wave (500 [600]).
  • Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
632146C Normal 4 100 60
632146[C] Normal 4 100 60
632146C Wave Normal 4 [5] 100 80
  • 632146C (notes: Values in [] are during OD Projectile guard point applies only to blade Minimum Damage 30%: 1050 [1200])
  • 632146[C] (notes: Values in [] are during OD Projectile guard point applies only to blade Minimum Damage 30%: 1500)
  • 632146C Wave (notes: Values in [] are during OD Only appears if Shippu does not touch opponent Activates the first frame Shippu becomes active Minimum Damage 20%: 500 [600])

Kokūjin: Yukikaze

236236D with 4 Magatama

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236236D 44 1~27 Catch HBFP+Burst
236236D Attack 3200
[1800, 120×18, 2100]
Unblockable 1+(36 Flash)+33 3,3,3,3 39 B 1~End All

Normal Version

A super version of Hakumen's parries. If activated, Hakumen dashes forward with a slash that hits everything that is head level or lower and is fully invincible throughout. This is a key defensive tool in most match-ups and a life changer with 4 magatamas as the opponent has to play around it to avoid losing the momentum. Most notably, it is a fantastic tool to escape projectile-based okizeme and makes Hakumen one of the only character who can reliably escape some of them (Like Rachel's 22A. Midscreen, it can be comboed into 623A > 6A > 6B; In the corner, it can be comboed into 623A > IAD j.2A > j.C, then landing 5C > 6A > 6B.


Overdrive Version

In Overdrive, Hakumen deals more hits and the damage increases. Special note should be taken about the OD version: unlike most other Distortion Drives, this pauses the OD timer for about the entire duration of the move. Combine this with the version's lengthy animation, a removed meter cooldown and the fact that the accelerated meter gain of OD isn't paused, by the time the move ends, most of all of the magatama spent will have been regained. This can lead to even more damaging combos.


  • 180F Heat Guage cooldown
  • Fatal Counters.
  • Does not catch unblockable attacks.
  • If cancelled into from the startup of another Drive move (after blocking an attack), the attack activates immediately instead of needing to parry another hit.
  • It is worth noting that the opponent can attempt to Rapid Cancel after being frozen by Yukikaze. Normally however, the opponent will be stuck in hitstop, meaning the RC will not have time to occur and not consume any meter.
  • Moves that have invulnerability on the frame they trigger Yukikaze will remain invulnerable during hitstop, making it possible to RC and then perform another invulnerable action to avoid Yukikaze completely. Other notable interactions include Azrael's 236236DBBCP Azrael BlackHawkStinger.pngGuard:
    All
    Startup:
    7+(122 Flash)+4
    [7+(149 Flash)+4]
    Recovery:
    54
    Advantage:
    -38
    as that move guard point will absorb most of Yukikaze's damage and will only end up doing 200 damage. Mu's 623CBBCS Mu Origins.pngGuard:
    All
    Startup:
    14
    Recovery:
    37
    Advantage:
    -26
    can RC after Yukikaze and high jump to avoid Yukikaze completely without having to use OD.
Version Starter Rating Level P1 P2 On-ODR Cancel Timing
236236D
236236D Attack Normal 4 100 30
[92×19, 45]
  • 236236D (notes: Guards attacks that can be blocked Doesn't work against throws and unblockables Counterhit state for entire move On Guard Point, hitstop for Hakumen 3F. Opponent hitstop 47F)
  • 236236D Attack (notes: Values in [] are during OD Fatal Counter Normal version immediately enters recovery after hitting opponent Minimum Damage 20%: 640 [1320])

Kokūjin Oūgi: Mugen

214214B with 8 Magatama

Damage Guard Startup Active Recovery On-Block Attribute Invuln
16+(90 Flash)+30

Hakumen's infamous install super, used to capitalise on some big counterhits while at full Heat allowing for some massively damaging combos, virtually guaranteeing victory assuming your opponent doesn't burst and you don't drop the combo.


Normal Version

Requires 8 magatama but does not consume any upon startup. Instead, Hakumen's heat gauge now acts as a countdown, depleting rapidly once activated and the effects of this move end only when the heat gauge has emptied. During Mugen, all other specials and supers may be used with no cost, the same special can be used multiple times in a string (but cannot cancel directly into itself), and specials are not affected by Same Move Proration. However no heat will be gained while Mugen is active for any reason, and Hakumen cannot use Rapid Cancel or Counter Assault while in Mugen (you have alternatives, for example 623A and Yukikaze). The entire duration of Mugen is 360F, starting after Hakumen has fully recovered from this move or he gets hit.

Since it has a huge recovery, it is hard to combo into (6C level 3 FC and 6A CH only). Alternatively, can be used in neutral as a last resort to try to turn the tide by unleashing a flurry of special moves for free, but some characters can punish it on reaction fullscreen.

The main Mugen combos are 236B/214A > (41236C(1) > 623A)xN or (41236C(1) > 214D)xN, the latter dealing less damage but being easier to perform.


Overdrive Version

Under Overdrive, the Heat gauge drain is paused, even if it was activated after Mugen. This vastly increases the duration, and your opponent will not be happy about it.

  • Meter drain does not get paused for any other reason. Hitstop or either player's super freeze effects will not pad out the length of this move.
  • If Hakumen is hit before the superflash, Mugen's effects do not activate.
  • After Mugen's effects expire, Hakumen's passive heat gain is zero for 180F. All other Heat gain works as normal. Activating overdrive cancels this state.
Starter Rating Level P1 P2 On-ODR Cancel Timing
  • Costs 8 orbs Allows unlimited use of specials and Distortion Drives for the duration SMP for Specials is removed during Mugen

Exceed Accel

Kokūjin Kingi: Tengai

A+B+C+D during Overdrive

Damage Guard Startup Active Recovery On-Block Attribute Invuln
600, 1000, 1500
{600, 1000, 4500}
all 20 [10] 3 34 -10 F 1~22 All
[1~12 All]

Hakumen kicks the opponent's feet on startup, then knocks them down and follows with a mighty slash. One of the most practical EA in the game as Hakumen can easily combo into for decent damage. The knockdown after it is poor and is possible to roll for free afterward. In the corner, 2B can be used to force the opponent to block after they forward roll.

Starter Rating Level P1 P2 On-ODR Cancel Timing
100 100
  • Values in [] are when canceled into or immediately after activating Overdrive Values in {} are during Active Flow Cannot counter hit Mimimum Damage 10%: 310 {610+61}

Astral Heat

Kokūjin Oūgi: Akumetsu

[2]8D

Damage Guard Startup Active Recovery On-Block Attribute Invuln
38000 Unblockable 1+(60 Flash)+37 P 1~16 Guard HBF+Burst
  • 180F cooldown
  • Requires 8 magatama
  • Catches Head, Body, Foot and Burst attributes, including unblockables.
  • Does not trigger on Doll attacks, Throws or Projectiles.
  • Unlike Hakumen's other drive moves; If it catches an appropriate attack attribute, this attack is guaranteed to hit.
  • 30F charge. See Here for details on charge inputs.

Catches moves with physical attributes and the rare unblockables (unlike Haku's other drives). For instance, unlike Yukikaze, this can catch Makoto's 41236C. It loses to Relius and Carl's doll attacks, grabs and projectiles (including Hazama's chain and his 632146C), but can still beat Jin's Astral.

One of the most impractical Astrals in the game; Hakumen usually spends meter as fast as he gets it and it relies on the opponent to be activated. Hakumen also suffers immensely from throwing away all of his meter if it fails.

The most practical application this move has is baiting a burst after Throw > 2C while the opponent is low on health. It can also be charged and used on reaction during superflash, however, that rarely happens as most players become very careful when Haku has astral.

While not good by itself, it's a formidable mindgame tool. Crouching in neutral becomes threatening as it forces the opponent to weight every move carefully.

Starter Rating Level P1 P2 On-ODR Cancel Timing
Long 0
  • Astral attack only occurs if guard point successfully blocks a move 180F Cooldown Counterhit state for entire move

Colors

BBCF Hakumen color 1.png
BBCF Hakumen color 2.png
BBCF Hakumen color 3.png
BBCF Hakumen color 4.png
BBCF Hakumen color 5.png
BBCF Hakumen color 6.png
Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
BBCF Hakumen color 7.png
BBCF Hakumen color 8.png
BBCF Hakumen color 9.png
BBCF Hakumen color 10.png
BBCF Hakumen color 11.png
BBCF Hakumen color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
BBCF Hakumen color 13.png
BBCF Hakumen color 14.png
BBCF Hakumen color 15.png
BBCF Hakumen color 16.png
BBCF Hakumen color 17.png
BBCF Hakumen color 18.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
BBCF Hakumen color 19.png
BBCF Hakumen color 20.png
BBCF Hakumen color 21.png
BBCF Hakumen color 22.png
BBCF Hakumen color 23.png
BBCF Hakumen color 24.png
Color 19
Color 20
Color 21
Color 22
Color 23
Color 24


Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Poropiccho / ぽろぴちょ
BBCF Hakumen color 9.png
Japan PSN/Athena Nipponbashi Twitter Retired to gacha hell. Extremely Solid defense and neutral. Arguably the best Hakumen worldwide. PSN playlist Youtube channel Keeponrockin
Ouka / 桜花
BBCF Hakumen color 5.png
Japan Athena Nipponbashi Twitter Retired? Solid, well-rounded player. Keeponrockin
Smith / 墨酢
BBCF Hakumen color 7.png
Japan PSN Twitter Active Combo god. Youtube channel Twitch channel
Camellia
BBCF Hakumen color 10.png
Japan Shinjuku Sportland Twitter Active Spends 1% of Japan's GDP in arcade. Keeponrockin Youtube Channel
Karasawa
BBCF Hakumen color 6.png
Japan Shinjuku Sportland Twitter Active Legend who defeated Sadie(Izanami) in a FT100. Keeponrockin FT100 against Sadie

NOTE: These tables are still WIP

External References


Navigation

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