This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning. Consider helping rewrite it.
Numbers represent direction on a keyboard numpad. For example, + becomes 236A.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
The following combos are very basic and very practical combos with Hakumen. If you are new to Blazblue or or simply wants to experiment with Hakumen, it is recommended that you start by learning those combos first.
Hakumen has a very extensive combo game that may be overwhelming to new players. For more practical routes and variations, check the bread and butter section.
Basic 0 magatama confirmVisual guide
Easy
2B > 2A > 3C
The most basic meterless combo. This is commonly used to save meter while scoring a knockdown. Beware that the knockdown from 3C is very poor.
Contrary to most characters, Hakumen has late gatlings. That implies that both 2A and 3C have to be delayed a bit.
Basic 4C CH comboVisual guide
Easu
4C CH > 214A > 3C 4C is one of Hakumen's best neutral tool. It has a very long range and only 10 frames of start-up. It only leads to combos on CH.
Alternative routes include, 4C CH > 623AA and 4C CH > 214A > 236B . Check the other tabs for sample 623AA and 236B combos.
Unfortunately, 4C CH doesn't combo into 214A or 623AA at max range.
1 magatama: 623AAVisual guide
Easy
2A > 2B > 623AA > 5B > hjc > j.B2AC > jc > j.C 623AA > 5B > Air combo is a staple route as it leads to decent damage at the cost of only one magatama.
623AA > 5B is a link; 623AA has a bit of recovery thus the 5B has to be delayed quite a bit.
236B > IAD j.2C Visual guide
Easy
2A > 2B > 236B > IAD j.2C > 5A > 5B > hjc > j.B2AC > jc > j.C 236B > IAD j.2C is one of the main 236B route available. It deals higher damage than the 1 magatama 623AA routes. The j.2C has to be delayed quite a bit for the 5A to connect. If done too high, there won't be enough time to connect into 5A ; If done too low, j.2C will whiff.
Forward Throw > 2C > 9hjc >j.B2AC > jc > j.C
Basic Throw combo. 9hjc (Done by pressing 259) may be a bit difficult to new players but it is an important combo filler.
An easier Throw combo would be Forward Throw > 6A > 6B . It ends with a knockdown but deals less damage.
Basic 5D /2D comboVisual guide
Easy
2D > 623AA > 5B > j.B2AC > jc > j.C
Basic 2D combo. This also works with 5D as a starter.
Basic j.214A CH comboVisual guide
Easy
j.214A CH > Falling j.2A > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C j.214A is a key part of Hakumen's air neutral game as it has an excellent vertical hitbox. It also has projectile properties and can beat dedicated anti-airs. This route is arguably the most practical and useful j.214A CH route.
Falling j.2A can be replaced with Falling j.B for a bit more stability at the cost of damage.
Airthrow > j.2A > 5C is also the most practical Airthrow combo.
Air combo enders
In CF2, the main air combo enders are:
j.C enders
j.C is meterless combo ender that sends the opponent flying and make it go back to neutral.
… jc > j.B2A > jc > j.2AC - Basic j.C ender. Used to be the go-to air combo ender in the previous versions. It is still done in the rare few instances where the first route isn’t doable due to combo length or height.
… hjc > j.B2A > jc > j.B2AC - More damage but character and route specific.
… hjc > j.B2AC > jc > j.2AC - Most damaging j.C ender combo ender. Character and route specific.
j.214A enders
j.214A provides knockdown at the cost of 1 magatama.
… hjc > j.B2AC > jc > j.AA > j.214A - Alternative j.214A ender, deals a bit more damage than the route above. Character and route specific.
… hjc > j.B2AC > jc > j.2AC > j.214A - Universal near corner and corner ender, optimal in terms of damage and provides knockdown.
Disclaimer: For the sake of simplicity, the routes in the rest of the document will mostly use the first air combo ender.
This isn't an exhaustive list. Please see the end of the document for more advanced enders and on who they work. Also see the end of the document on whether combos should be ended with j.C and j.214A.
j.214A or j.C ?
They are no definitive answer. Understanding the pros and cons of j.214A or j.C is critical to understand how and when to use them.
Haku-men often recovers a bit more than one magatama per combo, enabling j.214A most of the time. Intuitively, knocking down the opponent seems more rewarding than having the opponent fullscreen, which would make j.214A the better option.
However, while j.214A's cost doesn't look like much, it restricts the pressure/mix-ups afterward when low on magatamas. Moreover, the okizeme options after j.214A are very limited and won't work against more experienced players.
On top of it, the opponent may use OD or a reversal followed by RC to reverse the momentum. Which can change the flow of the game.
On the other hand, j.C brings the game back to neutral. A place where Haku-men shines thanks to his strong pokes and passive meter gain.
Nevertheless, j.C isn't ideal either. Haku-men struggles against zoners (Nu, Nine...) and mobile characters (Valkenhayn, Taokaka...). Going back to neutral against them can be unwise, since it will require catching them a second time. In that case, going for j.214A is a better option.
That's, at the very least, the theory. In practice, it also depends on the opponents and their strengths and weaknesses. For instance, against a DP-happy player, it is possible to heavily punish them after j.214A with the correct read.
To sum it up, j.214A is the better choice in situations where offense and rushdown strategies are preferred. j.C is better when going back to neutral is more appropriate.
Bread and butter
The bread and butter section gathers the most practical Haku-men combos. It also includes explanations about the routes and why they are recommended. If you are new to Blazblue or to Haku-men, it is heavily recommended that you practice them first.
Hakumen has a wide range of combos available, his specials are excellent combo filler but require managing his magatamas carefully. 214A is a 1 magatama basic combo filler that leads to simple knockdowns and very damage efficient air combos on crouching opponents. 623AA is a 1 magatama special that leads to stable air combo at all range. 236B is 2 magatama special that leads to a variety of high damage combos but has limited range.
The main challenge with Hakumen's combo are meter management and choosing the right routes and enders depending on the context. If you are new to the game, don't worry about it and focus on learning a few routes until you are consistent with them. It is also often recommended to end combos with at least 1 magatama or more if it doesn't kill. This is to ensure Hakumen has enough resource to play neutral or apply pressure afterward.
Some players follow certain rules for optimal meter managaments:
Only use X magatamas if the route will do X000 damage (I.e Spending 2 magatams should yield at least 2000 damage).
Only spend X+1 magatamas for a route if that route more than 500 damage than an optimal X magatamas route.
Always end a combo with at least 1 magatama.
Those are only guidelines and there are of course exceptions to them. However, those are worth keeping in mind while experimenting or in matches.
The combos below are mandatory to learn since they are the most practical way to score a conversion or knockdown while spending little to no magatama. Those routes are very commonly used when trying to preserve resources.
2B > 214A > 2A > 6A > 6B Visual guide
Easy
2B > 214A > 2A > 6A > 6B
A very basic combo into 6B knockdown. Quite common in matches as it the easiest and most practical method to get a decent knockdown at low cost. Unfortunately, it doesn't work with a 2A /5A starter.
Basic 214A route into 6B knockdown. It doesn't work from 2A/5A starter and it deals less damage than the other 1-magatama routes. However, 6B grants more okizeme options than j.214A and is often preferred when possible.
With 1 magatama, the most common routes involve 214A or 623AA. 214A leads to low damage 3C and 6B enders. 623AA leads to stable air combos but requires one more magatama for okizeme. If the opponent is crouched, 214A > 2C is the optimal combo filler in terms of damage.
623AA > 5BVisual guide
Easy
2A > 2B > 623AA > 5B > hjc > j.B2AC > jc > j.C 623AA > 5B > Air combo is a staple route as it leads to decent damage at the cost of only one magatama.
623AA > 5B is a link; 623AA has a bit of recovery thus the 5B has to be delayed quite a bit.
Meter used
Combo
Damage
Meter gained
Notes
Video
1
2A > 2B > 623AA > 5B > hjc > j.B2AC > jc > j.C
2050
0.7
Basic 623AA into an air combo. Beware that 5B whiffs after a 5C max range > 623AA .
j.C leaves the opponent fullscreen and doesn't knockdown. It's also possible to end it with 5B > hjc > j.B2A > jc > j.B2A > j.214A for okizeme.
5C forces crouching thus guaranteeing 214A > 2C . This route may require an hjc after 2C if the opponent is too far. 2C also whiffs after at 5C max range.
A bit more damage than the route above, its cost is offcast by a higher meter gain than the 0-magatamas route. It’s universal, but the timing is strict on Mai, Naoto and Celica.
With 2 magatamas, Hakumen's main combo revolve around 236B. It is a launcher that leads to high-damage meter-efficient route. 236B > IAD j.2C has high corner carry but low damage; 236B > 6A > 6B has high damage but low corner carry. It is also possible to add a 214A before 236B for hit confirming purposes albeit this costs 1 more magatama and doesn't add a lot of damage.
An alternative is 623AA > Delay 5B > 214A . That route is a bit more triky but offers a nice trade-off between both routes. It unfortunately doesn't work with 2A/5A starters.
236B > IAD j.2C Visual guide
Easy
2A > 2B > 236B > IAD j.2C > 5A > 5B > hjc > j.B2AC > jc > j.C 236B > IAD j.2C is one of the main 236B available. The j.2C has to be delayed quite a bit for the 5A to connect. If done too high, there won't be enough time to connect into 5A ; If done too low, j.2C will whiff.
236B > 6A > 6B Visual guide
Easy
2A > 2B > 236B > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
Slighly more damage than the route above but less corner carry. The 6A has to be delayed quite bit. If done early, the 6B may whiff.
It has the lowest damage but best corner carry and meter gain of the 2 magatama combos.
The main asset of this route is that it's always available. At 2B max range, 623AA > Delay 5B remains possible, whereas 2B > 236B will whiff on some characters.
Throw combo boasting good damage and high corner carry.
3 magatamas and above routes are mostly situational. Their costs are high in practice and do not improve damage much over 2 magatamas routes. Beyond 3 magatamas, spending additional ones comes with diminishing returns. 4 magatamas and above are rare aside from OD and Mugen combos.
j.214B > Delay j.2C Visual guide
Medium
5C > 214A > 2C > 9jc > TK j.214B > AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C j.214B > Delay AD j.2C > 6A > 6B is a high-damage and meter efficient route. It provides great carry and and can be easily changed into a midscreen to corner route.
This route can be a bit tricky, the AD has to be delayed a bit and the j.2C has to hit while the opponent is slighly above Hakumen. If they are too low or too high, it won't be connect into 6A. An alternative or back-up plan is to do j.2C > 5B instead.
Very high damage 3 magatama route with solid meter gain and corner carry. It works from a max range 2B, but not further. A j.2C can be added after 2C for a bit more damage, but it's harder and distance specific. This is a fairly common 5C route as it forces crouching.
Practical 41236C (overhead) combo starter. Contrary to older versions, skipping the second hit of 41236C with 6A is seldom worth it as it hardly adds any damage.
In the corner, Hakumen's combos become considerably more threatening. His routes become much more meter-efficient and it is easier to end with the better combo enders.
Hakumen has access to high-damage meter-efficient routes with 6A > 6B > 5A > 5B > 9hjc > j.B2AC > 9jc . Unfortunately, that route is character specific.
The optimal okizeme enders are 6B/Air hit 5C. However, ending with them often requires adjusting the combo or shortening it. Combos that end with j.214A for okizeme often deal more damage but are more costly.
Universal: Air enderVisual guide
Easy
2A > 2B > 623AA > 6A > 6B > 5A > 5B > 9hjc > j.B2AC > 9jc > j.2AC > j.214A
In the corner, Hakumen gains better air combo enders. 5B > 9hjc > j.B2AC > 9jc > j.2AC > j.214A deals more damage than the midscreen routes and provide a knockdown.
Universal: 6B enderVisual guide
Easy
2A > 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B
In the corner, Hakumen has much easier time ending with 6B or 5C . Those are better combo enders than j.214A and may lead to safejumps, meaties, high/low mixups...
Basic 1 magatama route in the corner. Ending with j.214A is recommended since knocking down in the corner is highly beneficial and the meter gained in the combo circumvents the cost.
Slightly better combo than the route above, but is character specific.
It doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami.
Delay 6B and/or 5A, j.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei
Delay 5A, 8jc, j.B2AC as fast as possible on: Celica.
Variant of the route above which ends with 5C knockdown instead. With a 2B starter, 6C > 6A > 6B is possible for higher damage.
2
2A > 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B
2617
0.9
A staple combo. Basic 2 magatama combo into 6B knockdown. 6B is overall Haku-men’s best knockdown and unlike j.214A it doesn’t require an additional magatama.
The 2 magatama character-specific variant. It also only works with one hit before 236B, but is even more powerful.
Overdrive is a key-piece of Hakumen's gameplan. It enables high damage routes while offsetting their magatamas cost. This section only covers basic and practical OD combos. If you want more details about Overdrive combo theory or more routes. Check the Overdrive section later in the document.
OverdriveVisual guide
Easy
5C > ODc > 5C > 41236C (1) > 623A > 6A > 6B > 214D > EA
This is a basic overdrive combo. A common mistake with this route is doing the 214D too late. The 214D has to be buffered during 6B .
[81 - 73% 5s] Basic 5C punish combo. At close range, ODc > 5C can be done instead of 214A . It does the same amount of damage for 1 less magatama. The opponent can burst immediately after the first 5C . On CH, 214A can be skipped entirely and if the opponent burst after 5C , it’s possible to block the burst and punish it with another 5C .
[72 - 63% 5.5s] 5C kill combo with 5 magatama and plenty of health. With 1 more magatama and less life, CT can be done instead of 214A for more damage.
[72 - 63% 5.5s] 6B RC ODc combo. The early cancel into OD makes the combo unburstable.
Midscreen/Anywhere:
The following section list variations of the routes present in BnB, alternatives which require a few more magatamas for a bit more damage and routes with more specific starters. They are usually less practical. Several combos are very similar but are listed for damage comparison.
214A routes
214A is a practical combo filler that enables easy 3C and 6B knockdowns. If the opponent is crouched it combos into 2C and leads to the optimal air combo routes.
Meter used
Combo
Damage
Meter gained
Notes
Video
1
2B > 214A > 5B > 2A > 3C
1922
0.5
Basic 214A combo. Doesn't work with 2A or 5A as starters.
Advanced combo. High damage and corner carry. A 9jc j.2C can be added after 2C at close range for a bit more damage.
623AA routes
623AA is a reliable launcher that allows practical routes into air combo. It suffers from a 72P2 which often hinders the damage done by those. Regardless, it is still a very useful combo fillers for 1 and 2 magatamas.
High corner carry 623AA route. Only works at close range, TK j.214B will whiff if too far. 9jc delay j.214B helps making the combo more stable. This is also a very useful combo after a raw 623AA .
236B routes
236B is a versatile combo filler that leads to a wide diversity of route with varying damage ceiling and corner carry. Routes in which 214A can't be added can only be done with one move before 236B at best.
236B > IAD j.2C is a practical combo filler that leads to routes with high corner carry.
Higher damage than the route above but doesn't work with 2B > 214A
Counter hit
6B and 3C are two normals that do not combo into anything on normal but gain a great amount of hitstun on CH. 6B is invincible from frame 4 to moves with foot attributes and can be used to crush low or a a frametr. 3C is a very fast long range sword move, beware that it’s very unsafe on block.
The main route for them is 2B > 214A > IAD j.B > j.2A . It is high damage and meter efficient.
While this route is difficult, it’s also the optimal one, so it’s recommended to practice it at least for the characters the route works fairly well on. If it's too difficult, the 3C CH section contains more 2B > 214A routes.
It isn’t possible to end some of those routes with hjc > j.B2AC > jc > C as the combos are too long.
214A > IAD j.B > j.2A >Visual guide
Medium / Hard
3C CH > 2B > 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > j.B2A > jc > j.2AC 2B > 214A > IAD j.B > j.2A > 5C is either fairly impossible or very difficult depending on the character. It is also impossible at certain range against a few characters.
Delaying j.2A and/or 5C helps adjusting the timing on a lot of characters.
This route is overall the best 3C combo available, it has great corner carry and works even at max range. Sadly, the timing for AD j.B > j.2A can be finicky, since it has to be adjusted depending on the character and the distance.
The combos below are alternative routes, easier but not as efficient:
Variation of the route above. Sideswitches after the first j.C. The timing can be finicky on some characters depending on range and the second j.2A is likely to whiff.
High damage and corner carry routes. It is possible sideswap with 9jc > j.2C.
4C routes
4C is one of Hakumen's best neutral route. It isn't special cancellable and only links into specials on CH. Moreover, it doesn't combo into 214A or 623AA at max range.
4C CH > 623AA > Slight Delay 214A Visual guide
Medium
4C CH > 623AA > Slight Delay 214A > 66 > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
Practical 4C CH route that works at far range. At closer range, a 5B has to be added after 623AA .
3 magatama CH route, high corner carry and works at most ranges.
6C routes
6C is a situational high damage DP punish move. It fatal counters and enables routes which are otherwise impossible due to the bonus hitstun.
6C CH > 623AA > Slight Delay 214A Visual guide
Medium
6C FC > 214A > 2C > 623AA > 6A > 6B > 5A > 5B > j.B2AC > jc > j.C
Practical 6C FC that works at most range. At closer range, a 5C can be added for a bit more damage. Although there are more damaging routes for the same cost at close range (see the last combo in the table below.)
Meter used
Combo
Damage
Meter gained
Notes
Video
4
6C > 632146C
3474
0.3
Basic 6C into kill combo.
1
Close range 6C FC > 5C > 214A > 2C > hjc > j.B2AC > jc > j.C
4353
1.0
Very high damage for only 1 magatama. Doesn't work if done from too far, the 5C can be omitted at far range. Common DP punish.
2
Far range 6C FC > 214A > 2C > 623AA > 6A > 6B > 5A > 5B > j.B2AC > jc > j.C
4508
1.1
2 magatamas far range combo.
2 or 3
6C FC > 214A or 5C > 236B > IAD j.2C > 5A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
4662
1.1
2 and 3 magatamas alternatives to route above. Slighly more corner carry and damage.
High damage, high corner carry route. Works from far range, the hop must be done early in order to connect.
Throws
Forward throw
Hakumen has a variety of throw routes available depending on the resources available. All the routes below are practical. Using one over the others often boils down to player preferences.
Basic Forward Throw comboVisual guide
Easy
Forward Throw > Walk back > 2C > 623AA > 6A > 6B > 5A > 5B > j.B2AC > jc > j.C
Basic Throw combo. Decent damage for a low cost. Walking back is necessary otherwise 623AA will whiff. It’s universal, but the timing is strict on Mai, Naoto and Celica.
A bit more damage than the route above, its cost is offcast by a higher meter gain than the 0-magatamas route. Difficult on Mai, Naoto and Celica. Hit 6A high and delay 6B on Hazama, Terumi, Kokonoe, Hakumen and Celica.
Harder than the other regular throw combos, but provides more corner carry than the other throw combos and can be easily adjusted into a midscreen to corner combo. It’s also a great way to practice j.214B into AD combos.
Back throw
Basic Back Throw comboVisual guide
Easy
Back Throw > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
Basic and simple Back Throw combo. The 6A has to be delayed a bit otherwise the 6B will whiff. There is aslighly better route for the same cost but a bit more difficult (see the table below).
Slighly more damage than the route above but the timing is a bit more difficult.
Air Throw
Hakumen has 3 main air throw routes depending on the heights. Air Throw > j.B or j.2A is the most practical one and works at most height. Air Throw > j.2C only works if the opponent is very high but is more meter efficient. Air Throw > 2A only works if the opponent is very close to the ground.
Basic Air Throw comboVisual guide
Easy
Air Throw > j.2A > 5C > 623A > 6A > 6B > 5A > 5B > j.B2A > jc > j.2AC
The most common airthrow combo. Stable and available most of the time.
High height only. More meter efficient than the route above. If too close to the ground, j.2C will whiff otherwise.
0
(Close to the ground) Air Throw > 2A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
2631
1.1
Close to the ground only. Very rare.
Drives
Drives are very short starters, as such the combos after them are limited. The routes below are the easiest and/or most meter efficient.
Basic 2D comboVisual guide
Easy
2D > 623AA > 5B > j.B2A > jc > j.2AC
Basic 2D combo. This also works with 5D as a starter. Since drives are very short starters, it isn't possible to do the hjc air combo ender.
Meter used
Combo
Damage
Meter gained
Notes
Video
1
5D/2D > 623AA > 5B > j.B2A > jc > j.2AC
2382
1.6
Basic 1 magatama 5D/2D combo.
2
5D/2D > 236B > 2C > hjc > j.B2AC > jc > j.C
2872
1.6
Basic 2 magatamas 5D/2D combo.
2
6D > 623A > 623AA > 5B > hjc > j.B2AC > jc > j.C
2454
1.7
Situational 6D combo. Comboing from 6D can be difficult if the opponent is too far.
Hakumen specials sometime used as combo starters. They are either solid in neutral (623AA , 214D ), used for mix-up purposes (236B / 41236C ) or are used defensively (j.214B , j.214C ). Some specials also have unique combo routes if they are done as combo starters.
Basic j.214A CH comboVisual guide
Easy
j.214A CH > j.2A > 5C > 623A > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C j.214A is a key part of Hakumen's air neutral game as it has an excellent vertical hitbox. It also has projectile properties and can beat dedicated anti-airs. This route is arguably the most practical and useful j.214A CH route.
5A and 2C are Haku's two main anti-airs. 5A has a decent vertical hitbox and only has 5 frames of start-up. 2C is invincible to air moves and boasts a great vertical and horizontal hitbox. However, the invincibility kicks in late and the move is heavily punishable on whiff. Use them according to the situation. For more details here is the beginner guide's section about AA.
Basic 2C CH comboVisual guide
Easy
AA 2C CH > Falling j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
Practical and high damage 2C CH anti-air punish. The opponent has to be slightly above Hakumen when the j.2C hits.
Situational 2C confirm. The j.214C is worth practicing as it sometime comes up to end rounds.
Air-to-air
Both j.B and j.2A have amazing hitboxes and act as great air-to-air. If close enough to the ground, a CH isn’t necessary. However, this is pretty rare.
j.2C is slow and is easy to anti-air, but as an even bigger hitbox than j.B and j.2A. Due to its recovery it, most of the time, only combos into 5A on air hit.
j.A > j.B > j.214B Visual guide
Medium
Air-to-air j.A > j.B > j.214B > Delay AD j.2C > 6A > 6B > 5A > 5B > hjc > j.B2AC > jc > j.C
Practical air-to-air j.A confirm. The airdash has to be more or less delayed depending on the height.
The first route is the simplest and works on the entire cast. The exceptions are Haku-men, Celica, Kokonoe, Hazama and Terumi but only if the combo is too long. It can be fixed on Celica by doing 8hjc instead.
The other routes deal more damage and have a higher meter gain. However, they are highly character specific.
Doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami
Delay 6B and/or 5A, j.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei.
Delay 5A, 8jc, j.B2AC as fast as possible on: Celica.
Land > 9jc > j.2A works but 623AA whiffs on: Carl, Bang.
Character specific: 5A > j.B2ACVisual guide
Easy / Medium
2A > 2B > 623AA > 6A > 6B > 5A > j.B2AC > Land > 9jc > j.2AC > 9jc > j.2AC > j.214A 6A > 6B > 5A > j.B2AC is a practical and versatile corner route. It is character specific (see the corner section for more details).
Against some characters delaying the 6B and/or 5A is either necessary or makes the route easier.
Although this route is character specific, it works on a vast majority of the cast, add decent damage and is more versatile. It is definitely worth learning.
Character specific: 5A > j.B2AC > 623AA Visual guide
Easy / Medium
2A > 2B > 623AA > 6A > 6B > 5A > j.B2AC > Land > 623AA > 6C > 5C
This variation of the character specific route leads to 5C knockdown. With shorter combos or better starters, it is possible to get 6C > 6A > 6B for a bit more damage.
High damage crouching confirm route. Both 9jc and AD are possible after j.214B . AD is a bit easier but 9jc makes it possible to bait badly timed bursts.
Skipping the second hit of 41236C greatly increases the amount of damage dealt by the combo. This combo suffers from its very high cost and is often only done with OD or to end a round.
Meter efficient but only works with 1 move before 623AA at best. The j.2A has to be delayed as much as possible for the route to work. Actually a combo from challenge mode.
2C > j.C > 9jc > Delay j.2AC
2C > j.C > 9jc > Delay j.2AC is an advanced low meter corner combo that leads to high damage for its cost. It’s difficult on Tager, Valkenhayn, Izayoi, Hibiki and Naoto and doesn't work on Bullet and Izanami.
2C > j.C > 9jc > Delay j.2ACVisual guide
Medium
Forward Throw > 2C > j.C > 9jc > Delay j.2AC > Land > 9jc > j.C > 9jc > j.2AC > j.214A
High damage meter positive throw route. This route may require a bit of practice. The timing of the delay j.2A is quite precise and may require a bit of practice. Land > 9hjc > j.2Aj.C is also doable for a bit more damage but is bit harder to do.
Forward throw variation. Very useful to end rounds while out of magatama.
Midscreen to corner
Midscreen, after an Air hit 214A or a TK j.214B it’s possible to adjust the combo if the opponent reaches the corner. This can lead to stronger combos or better okizeme.
As far as okizeme is concerned, ending with 6B is the best choice. It doesn't require any additional magatama but often implies sacrificing damage.
… > Air hit 214A > IAD j.B > j.2A > 5C > 6A > 6B
… > TK j.214B > IAD j.C > 5C or 6C > 6A > 6B
Air combo enders are also possible to deal a bit more damage but the j.214A is significantly worse.
… > Air hit 214A > IAD j.B > j.2A > 5C > 2C > j.B2A > jc > j.2AC > j.214A
2B > 236B > IAD Delay j.2C > 2B > 214A > IAD j.B > j.2A > 5C > 6A > 6B
Midscreen to corner 236B conversion. The j.2C has to be delayed significantly to combo into 2B .
Meter used
Combo
Damage
Meter gained
Notes
Video
2
(2A) > 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B
2764
1.0
Situational route if the opponent is near corner after 236B .
Very high corner carry route. It works from roundstart position.
Back to corner
Hakumen's main way to corner swap is with 236B > 623A > (sideswap) 6A / 6C / 5C . While fairly expensive, it leads to high damage and is easily made accessible with wake-up OD.
Basic 236B back to corner routeVisual guide
Easy
2A > 2B > 236B > 623A > 6A > 6B > 5A > j.B2AC > Land > 9jc > 2AC > 2AC > j.214A
Basic and practical back to corner combo. As usual, the 6A has to be delayed a bit.
: Doesn’t work on Haku-men, Hazama, Kokonoe, Terumi, Celica
Another common way to sideswap is with 5D and 2D. This is usually done to deal with the opponent's pressure or okizeme option. They both lead to reliable damage and are
623AA variation. An additional magatama is required to knockdown with j.214A . This route is usually done if there isn't enough meter to go for 236B after 5D/2D
2
5D/2D > 236B > IAD j.2AC > 5C > 5C
2865
1.9
Higher reward than the route above and better knockdown. This route is very stable and overall the most useful back to corner 5D/2D .
2
5D/2D > 236B > 7jc/8jc > ADj.2AC > 5C > 6A > 6B
3030
2.1
More difficult version of the route above. The timing is very precise, if it fails 6B won't knockdown.
Overdrive
Hakumen boasts one of the strongest overdrives in the game. It drastically increases his meter gain meter and gives access to high damage combos. EA is also practical combo ender and deals high damage while in active flow.
It is difficult to establish a list of optimal overdrive combos as they are heavily dependent on the amount of meter available and remaining life upon activation. Additionally, some combos may deal more damage but leave Hakumen with less magatame at the end of the combo. A compromise thus has to be found if the combo doesn't kill. At last, while EA triggers AF or may deal high damage while it's active, it leads to poor okizeme. In the corner, it's possible to freely roll forward to get out.
With a few exceptions, overdrive combos follow a similar pattern:
In order to maximize damage, high damage specials with very good P2 (41236C, j.214C, CT) are often early in the combo. While they are expensive, their cost is offset by overdrive’s high meter gain.
Raw OD Time:
100 - 91%: 4s
90 - 82%: 4.5s
81 - 73%: 5s
72 - 63%: 5.5s
62 - 54%: 6s
53 - 45%: 6.5
44 - 35%: 7s
34 - 0%: 8s
Raw overdriveVisual guide
Easy
OD > 5C > 41236C(1) > CT(charged) > 6C > 632146C(wave) > 623A > 6A > 6B > 214D > EA
Raw overdrive into 41236C sample combo. In overdrive, 632146C's wave causes a wallbounce midscreen enabling high damage combos. The 632146C has to be delayed a bit otherwise the sword hitbox will hit instead of the wave.
Starter
The main overdrive combo starter are as followed:
OD cancel:
Route
Notes
5C > ODc > 5C or 214A > ...
Most common OD starter.
AA 5C or CH 5C > ODc > 66 j.214C > 5C > ...
On CH, CH can immediately combo into 41236C(1) or 66 j.214C.
2B/5B > ODc > 236B > 5C > ...
Burst safe 2B confirm.
2B/5B > 236B > 9jc~ODc > 5C > ...
The 236B can be jump cancelled into ODc.
2B/5B CH > ODc > 5C or 214A > ...
CH 2B/5B confirm.
6B RC > ODc > 5C > ...
6B RC confirm. With 6B RC > ODc the opponent has to burst immediately.
6B RC > 5C > ODc > 5C > ...
6B RC confirm. The opponent has more time to burst than the route above. Easier to do.
[Corner] 6B RC > 6C > 5C > ODc > ...
6C RC corner confirm.
j.214C > 5C > ODc > 5C > ...
j.214C OD confirm.
Drive starter:
Route
Notes
2D/5D > ODc > 5C > ...
Basic 2D/5D ODc confirm.
2D/5D > ODc > 66 j.214C > 5C ...
Advanced 2D/5D confirm. Difficult.
6D > ODc > 623A > 5C > ...
Practical 6D ODc confirm. Doesn't work back to corner.
6D > ODc > 632146C > 623A > 5C ...
Requires more meter but is easier and not position specific.
The remaining part of the combo is where it gets tricky. Depending on how much OD time and meter is left, it's possible to further extend the combo.
The core idea is to repeatedely loop 5C followed by special moves. The main way to extend the combos are:
... > 5C > 236B > 5C or [6A > 6B] > ...
... > 5C > 623A > 5C or [6A > 6B] > ...
... > 5C > 214A > 623A > 5C or [6A > 6B] > ...
And the end the combo with 5C > EA or 6A > 6B > 5A/214D > EA. 6A > 6B In the corner, another common combo ender is 6A > 6B > 214D > 632146C > 623A > 5C > EA.
In order to adjust the combo, it is recommended to check how much meter and OD time is left after every 5C to make sure it's possible to extend the combo and being able to end with EA.
The basic combo enders and how much time they require as followed:
Route
Notes
… > 5C > EA (Any amount of OD left)
Basic combo ender.
… > 5C > 623A > 5C > EA (~0.5 seconds)
Basic combo ender. It doesn't work if the opponent is too close to the ground, like after j.214C.
… > 5C > 214A > 623A > 5C > EA (0.75 second after 5C)
Adds a bit of damage and corner carry. Pay attention to your meter to make sure you have enough meter to 623A.
… > 5C > 236B > 5C > EA (~1.0 second after 5C/5A)
Fairly high damage extender.
… > 6A > 6B > 5A > EA (~0.9 seconds after 6A)
Basic meterless combo ender. Practical early game to generates a lot of meter.
… > 6A > 6B > 214D > EA (~1.2 seconds after 6A)
Basic high damage combo ender. Often used to end a round midscreen.
… > 6A > 6B > 5A > 236B > 5C > EA (~1.8 second after 6A)
Situational extender. Used if there isn't enough meter for 6A > 6B > 214D.
The following enders are combinations of the multiple enders listed above. It is not necessary to learn them by heart. They are here to provide an idea on how to articulate them and highlight how much time they take.
Route
Notes
… > 5C > 214A > 623A > Delay 6A > 6B > 214D > EA (~2.2 second after 5C)
Practical high damage combo ender midscreen. The 6A needs to be delayed. The route is a bit unstable.
… > 5C > 214A > 623A > 5C > 623A > 6A > 6B > 214D > EA (~2.5 second after 5C)
Practical high damage combo ender midscreen. More stable than the route above.
… > 5C > 623A > 5C > 214A > 623A > 5C > EA (~1.2 second after 5C)
Practical midscreen combo ender.
… > 5C > 623A > 5C > 214A > 623A > 6A > 6B > 214D > EA (~1.2 second after 5C)
Practical midscreen combo ender.
… > 5C or [6A > 6B > 5A] > 236B > 5C > 214A > 623A > 5C > EA (~1.7 seconds after 5C/5A)
Basic 236B extender into corner carry.
… > 5C or [6A > 6B > 5A] > 236B > Delay 6A > 6B > 214D > EA (~2.3 seconds after 5C/5A)
The 6A has to be delayed. The route is a bit unstable.
… > 5C or [6A > 6B > 5A] > 236B > 5C > 623A > 6A > 6B > 214D > 5C > EA (~2.6 seconds after 5C/5A)
Forward Throw > ODc > 6C (level 2) > 5C > 214A > 5B > TK j.214B > AD > j.C > 5C > EA
Throw into overdrive is unburstable and lead to reliable sources of damage even with low magatama. Forward Throw > ODc combos into 6C (level 2) which is one of Hakumen's best combo filler normal as it deals high damage and has an excellent proration. Throw is a short starter and has a fairly bad P2. As such, the very expensive OD routes do not add that much damage compared to the low meter routes. Therefore, this route is overall an excellent compromise.
Practical mid health Throw OD combo. Solid round ender.
Back to corner:
Meter used
Combo
Damage
Meter gained
Notes
Video
1
[100%] OD > 2B > 236B > 623A > 6C > 5C > 214A > 5B > j.214B > IAD j.C > 5C > EA
4321
Practical sideswap combo.
ODc as combo ender
Any corner combo ending with j.C > 5C > … can be canceled into OD to deal a lot of damage and end the round.
Overdrive enderVisual guide
Easy
2B > 236B > IAD j.2A > j.C > 5C > ODc > 6C > 6A > 6B > 214D > 632146C > 623A > EA
Basic combo late overdrive cancel to go into super and EA. Often done at the end of a round if the opponent is low enough on health and close too getting burst back.
Meter required
Combo
Notes
1
[81-73% 5s]… > j.C > 5C > ODc > 6C > 6A > 6B > 632146C > 623A > Walk back 5C > EA
The walk back is here to prevent 5C from whiffing.
[44-35% 7s]… > j.C > 5C > ODc > 6C > 6A > 6B > 214D > 632146C > 623A > Walk back 5C > EA
Very high damage combo ender.
Mugen
Aside from overdrive, Haku-men has a situational comeback mechanism in the form of Mugen (214214B).
Costing 8 magatamas and lasting ~7 seconds, it allows Hakumen to perform specials and supers without spending magatamas and removes their same-move proration. This makes Mugen combos extremely deadly, capable of hitting in the ten thousand with a good starter.
However, it suffers from several flaws. First of all, there are only a few ways to combo into Mugen since it has a lot of recovery. Namely, 6A CH and a fully charged 6C.
As such Mugen is often activated in neutral. Unfortunately, this means the opponent can just run away from Haku-men while Mugen is active or punish it during the start-up.
Alternatively, it is possible to end a combo with 3C or 6B with 8 magatamas and cancel them into Mugen.
Mugen is almost always combined with overdrive. OD freezes Mugen’s meter depletion while it is active, making it last a lot longer. Additionally, this makes Mugen combos unburstable.
Similarly to OD combos, most Mugen combos follow a similar pattern:
Starter > Loop with 41236C > combo ender.
MugenVisual guide
Medium
6A CH > 214214B > 236B > (41236C > 623A)x8 > 41236C > 632146C > 623A > 632146C
(41236C > 623A)xN is the main Mugen combo filler. It isn't too difficult but requires a bit of practice to get the rhythm down. The main Mugen combo ender is 632146C, if Overdrive active it is also possible to time a OD 632146C > 623A > 632146C or OD 632146C > 632146C before OD ends.
Starter
The starter is essentially anything that can lead into 41236C.
6A CH > 214214B > 236B > 41236C (1) > ...
6C (level 3) > 214214B > 5C > 41236C (1) > ...
Following 41236C(1), the loop can be started.
Loop
In CF2, there are 2 major Mugen loops. They both provide high damage and great corner carry.
41236C (1) > 623A > 41236C (1) > …
The more damaging one, but is slightly harder to do. Practicing it a lot on both sides of the screen is recommended as it is not necessarily easy and dropping it a match will often result in a round loss.
41236C (1) > 214D > 41236C (1) > …
It takes more time than the other route, as such fewer loops are doable and it deals less damage. Its selling point is it’s execution. This loop is extremely easy to do and is consistent. Mugen combos are combos that must not be dropped as the stakes are very high.
It’s mostly practical when a 10k combo isn’t required to kill but only 6~8k..
Mugen combo enders
In Mugen, supers do not cost anything either, which means that Shippu (632146C) is an ideal combo ender when nearly out of Mugen as it will deal 1000 minimum damage once, and 200 if used multiple times. Moreover, OD Shippu and regular Shippu count as different supers and will both deal 1000 damage each if used consecutively. As such, one of the best ways to end a Mugen combo is to use 632146C while nearly out of OD and follow it up with a regular 632146C.
A bit tricky, the AD has to be delayed a little and hit with j.2C at a precise height. The opponent has to be slightly above Hakumen when the j.2C hits. If they are too low, it won't link into 6A.
236B > IAD > Delay j.2C > 2BVisual guide
Medium
The airdash has to be done as early as possible and the j.2C has to be delayed a little, if done too early Hakumen will land to late and there won’t be enough hitstun to hit with 2B.
236B > 6A > 6B > 2BVisual guide
Medium
6A has to hit the opponent at a certain height, above 6B will whiff, below 2B won’t hit.
Midscreen: 6A > 6B > 5A > 9jc > j.BVisual guide
Medium
Advanced midscreen route that is heavily character and distance specific.
Doesn't work on: Rachel, Taokaka, Carl, Haku-men, Makoto, Platinum, Celica.
623AA > 5B > 214AVisual guide
Medium
The 214A need to be delayed against Valkenhayn, Azrael, Kagura and Mai.
OTG 2B > 214A > IAD j.B > j.2A > 5CVisual guide
Medium
A near universal timing at close range is 214A > Delay 8jc > AD > j.B > j.2A, it's a bit harder to do but it works on everyone except Kagura. To practice the timing, try that route on Litchi or Izanami.
See the the character specific table in the section below for a list of the easier/recommended timings.
5A > j.B2ACVisual guide
Easy / Medium
It doesn’t work on: Rachel, Tager, Valkenhayn, Izayoi, Amane, Bullet, Hibiki, Naoto, Izanami.
Delay 6B and/or 5A, j.B2AC as fast as possible on: Carl, Azrael, Susanoo, Mai, Jubei
Delay 5A, 8jc, j.B2AC as fast as possible on: Celica.