BBCF/Hakumen/Okizeme

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 Hakumen


Okizeme

Overview

Blazblue is a game which offers a wide array of options on wake up. On top of the traditionnal fighting games toolbox, such as reversals and mashing, it also provides multiple universal options, like neutral techs with plenty of invulnerability and rolls. Okizeme isn't Haku's field of predilection, he doesn't have any lingering projectile and his knockdowns are average at best. Therefore, he has a hard time covering everything.

Rolls, in particular, are difficult to punish consistently. A setup which beats early rolls may not work against delayed rolls and vice versa. Likewise, back and forward rolls often requires different timings. Back rolls are fully invincible for a longer time, and forward rolls can pass through Hakumen.

Regardless, he still has enough tools at his disposal to cover the most basic needs. Instead of having a big option which covers everything, he has a lot of little options that cover 2~3 possibilities each. As such, anticipating and conditioning the opponent is crucial to make the best of his toolkit. Versatility is key.

Agito

Hakumen two main air combo enders are j.B > j.2A > jc > j.2A > j.C and j.B > j.2A > jc > j.B > j.2A > j.214A. The former is meterless ender that sends the opponent flying across the screen and therefore a return to neutral. The latter provides a knockdown at the cost of a magatama.


Basic j.214A okizemeVisual guide

2B > 623AA > 5B > 9jc > j.B > j.2A > jc > j.B > j.2A > j.214A > j.2C(whiff) > 2A
The most common okizeme ender after Agito. j.2C blue beats quick tech and rolls, if it does it can be followed up with 3C for a knockdown. Neutral tech will make the j.2C whiff, so don't auto-pilot 3C.

If the combo before falling j.2C was very short (Ie: 5A > 5B > Air combo, 2B > 623AA > 5B > Air combo), the j.2C can be followed-up with 5A > 5B > Air combo is possible to extend the combo.

Falling j.2C > 2A/2B both covers mashing. 2A recovers fast enough to block Izayoi's 623C, Azrael's 623B and Nine's 214D.

The timing for the j.2C has to be adjusted slightly depending on the height at which Agito is done. It has to be delayed if the air combo started with a high jump.

Even if j.2C whiffs, Hakumen keeps the frame advantage. The lower the J. 214A and the earlier the j.2C, the better.

The main drawback of this okizeme ender is that it loses to most neutral tech backdash on wake-up. 2A > 214A can be done to deal with that.

Sample combos:

  • Anti-air 5A > 5B > 9jc > j.B > j.2A > jc > j.B > j.2A > j.214A.
  • 5C > 214A > 2C > 9jc > j.B > j.2AC > jc > j.AA > j.214A


Meaty j.2C okizemeVisual guide

2B > 623AA > 5B > 9hjc > j.B > j.2A > 9jc > j.2C > j.214A > Falling j.2C
This variation of the j.214A combo ender leaves the opponent closer to the ground before the knockdown. As a result, the j.2C hits meaty instead of whiffing.

Unlike the previous ender, if the opponent uses forward roll, j.2C hit raw and lead to a full combo. This variation however doesn’t catch backrolls. After j.214A, Hakumen will cross-up the opponent except on instant neutral tech. This can catch the opponent off guard if he likes to delay tech.



AD j.B / Land 2B 50/50Visual guide

Throw > 2C > 9hjc > j.B > j.2A > j.214A > Delay AD j.B / Land 2B / Falling j.2C
The idea with this route is to keep a jump option available after j.214A to IAD to mix the opponent with AD j.B / Landing 2B. AD j.B loses to all forms of rolls and delay tech so it’s mandatory to condition the opponent first.

If done low enough, Land 2B will also cover rolls and delay tech. Land 6B is also an option but is riskier and loses to mashing.

This ender can be effective but often comes at the expense of guaranteed damage and isn’t as strong on characters with reversals.

3C

A common combo ender for ground-based 0 and 1 magatama combos. It's vital to learn how to combo into it consistently.


3C > 66 > 2AVisual guide

2B > 2A > 3C > 66 > 2A
The most basic 3C ender. It beats mashing and may beat rolls depending on distance/timing. Delay tech can make the 2A whiffs. It loses to backdashes and most reversals. There is enough time to block slow reversals after 2A such as Izayoi's 623C, Azrael's 623B and Nine's 214D.

66 2A > 1AB is an option select. On block, it does 2A > 2B; On whiff, it does 2A > Barrier. It's useful to bait the reversals mentioned above.

Sample combos:

  • 2A > 2A > 3C
  • 2B > 2A > 3C
  • 2A > 2B > 214A > 2A > 5A > 3C


3C > 66 > 2A > 214AVisual guide

2B > 2A > 3C > (66) > (2A) > 214A
If timed correctly, 214A may catch backdashes during their recoveries, the 66 is here to adjust the timing and the distance. Some backdashes travel further, but are slower: With 66: Azrael, Bang, Arakune. Without 66: Nu, Lambda, Mu, Izanami, Celica, Izayoi (normal and GA).

On counter hit, 2A combos into 214A, so it's also useful against emergency tech mashing. If the 2A whiffs due to a delay tech, 214A may loses to a well-timed 5A or 2A.

The 2A can be omitted as well. Meaty 214A beats backrolls and generates massive frame advantage on block on neutral tech. It loses to forward rolls and Delay tech mashing.


3C > 66 > 2BVisual guide

2B > 2A > 3C > 66 > 2B
This okizeme covers mashing and early forward and backrolls, loses to reversals, backdashes with 9f of invincibility frames or more (Bang, Azrael, Arakune, Tager...), Izayoi's backdash in GA and delay tech backdashes.

By pressing 2A or 214A quickly after 2B, they will come out if 2B hits or is blocked, but not if it whiffs. This is especially useful to continue the pressure or combo after a backroll.

At very close range, the 66 can be omitted. An early 2B can lead to a blue beat combo if the opponent doesn't tech or attempt a roll. It's situational, but deal with delay techs.


3C > 5CVisual guide

2B > 2A > 3C > Delay/Walk 5C
This okizeme beats forward rolls, mashing and make some reversals whiffs if the 5C is done far enough (Jin, Makoto and Mu's 623C, Kagura's [2]8C, Bang's 236236A...).

It loses to back rolls, backdashes and delay tech.


3C > IAD j.214AVisual guide

2B > 2A > 3C > IAD j.214A
Cross-up on wake-up. It beats early backrolls and makes some reversals whiff (Makoto's 623C), but it loses to forward rolls and reversals with hitboxes in the back (Ragna's 623C, Jin's 623C and 623D, Kagura's [2]8C...)

6B / Air hit 5C > 5C

6B has less recovery and more untechable time than 3C, and it thus provides a better okizeme. Even though 2A > 6A combos on standing, it remains more situational than 3C since it doesn't work from a far 2A.

Air hit 6B also provides 3 more frames of hitstun than grounded leading to stronger okizeme. Air hit 6B is most commonly done done in the corner with j.C > 5C > 6A > 6B combo enders.

Air hit 5C > 5C provides the same amount of frame advantage as air hit 6B on neutral tech. They, however, differ slightly in practice. Air hit 6B groundbounces whereas Air hit 5C > 5C knockdowns. In practice, this means that it is possible to roll/quick tech faster after a 5C > 5C knockdown.


6B / air hit 5C > 5C > 6A(whiff) > 2A or 2BVisual guide

2B > 214A > 2A > 6A > 6B > 6A(whiff)(~6B) > 2A or 2B
6B > 6A(whiff) is +5 if the opponent was grounded before 6B and +8 if airborne. Both 2A and 2B beat mashing. There is enough time to block slow reversals after 2A like Izayoi's 623C, Azrael's 623B and Nine's 214D.

6B > 6A(whiff) will blue beat beat and combo into another 6B against rolls. Air hit 5C > 5C > 6A(whiff) will automatically catch rolls and lead to full combo.

6A(whiff)(~6B) is an option select. On whiff, 6B doesn't come out. If the 6A blue beats, 6B to knockdown.

Sample combos:

  • Forward Throw > Walk > 6A > 6B
  • (Crouching) 2B > 214A > 2A > 6A > 6B.
  • (Corner) 2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B (Air hit 6B)


6B > 5C(whiff) > 2A or 2BVisual guide

2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B > 5C(whiff) > 2A or 2B
6B > 5C(whiff) is +1 if the opponent was grounded before 6B and +4 if airborne. While technically possible midscreen, this okizeme is primarily done in the corner as it requires being close to the opponent for the 2A/2B to hit. If the opponent tries to roll, 5C will blue beat and knockdown the opponent.

6B > 5C(whiff)(whiff) will blue beat beat and combo into another 6B against rolls. Air hit 5C > 5C > 5C(whiff) will automatically catch rolls and lead to full combo.


6B > 9jc > j.A(whiff) > Delay j.2CVisual guide

2B > 236B > IAD j.2A > j.C > 5C > 6A > 6B > 9jc > j.A(whiff) > Delay J.2C:
Basic safe-jump option that is most commonly done in the corner. It covers 9f reversal but loses against forward roll. If a bit away from the corner, a well-spaced 6B > 8jc > j.A(whiff) > Delay j.B can catch rolls but it is situational.

Air hit 5C > 5C > 9jc > j.A(whiff) > Delay j.2C shouldn't be done as it very easy to roll out of it.


6B > 669 j.A(whiff) > J.BVisual guide

2B > 214A > 2A > 6A > 6B > 669 > j.A(whiff) > J.1B~[1]:
A cross-up which doubles as a safe-jump, it loses against forward roll, neutral tech 5A, a few AA (Rachel's and Terumi's 6A) and Arakune's 236236C. The 669 is a hop-cancel forward jump, it's almost always necessary to do it to gain enough momentum to cross-up with j.B.

This is most commonly done back to corner to reverse positions.


623AA > 6C > 5CVisual guide

2a > 2B > 623AA > 6A > 6B > 5A > j.B2AC > 623AA > 6C > 5C
6C > 5C is an alternative ender to 6C/5C > 6A > 6B in the corner. This is primarily done after character specific combos that end with j.C > 623AA > 6C > 6A > 6B. 6A > 6B is often impossible if the combo was too long.

This leads to the same okizeme enders as air hit 5C > 5C.

5D/ 2D

Since CF2, it’s possible to combo after 2D/ 5D. The parry will almost always grant the meter necessary to combo. Unfortunately, there is no option that covers both forward and backrolls.

  • 5D/ 2D > 2B/Delay 2B:

Instant 2B catches back rolls, but not forward rolls, delay 2B does the opposite. If it catches a back roll, neither 2B > 2A/ 5A will work since the opponent will be too far. 2B > 214A > IAD j.B works, the "conversion" section at the bottom provides possible combos.

  • 5D/ 2D > Delay 5C:

Catches forward rolls, but not back rolls. Since 5C has less active frames than 2B, it's not as good at catching rolls. However, it provides a better reward if it hits, especially if cancelled 5C into OD.

  • 5D/ 2D > 6A > 2A:

Meaty 2A on neutral tech, but it's easy to roll out of it.

6D

6D is a 1 frame counter that sends the opponent across the screen. Comboing after 6D is possible midscreen but the routes are unreliable, costly nd not always worth it.

  • 6D > IAD j.A > j.B
  • 6D > IAD > j.2C
  • 6D > hjc IAD > j.A > j.2A
  • 6D > 7hjc IAD > j.A > j.2C

Listed from easiest to hardest.

All of those safe-jumps recover fast enough to block every reversal in this game. They also beat mashing, catch early backrolls, but lose to forward rolls.

It's possible to add a 1A > Barrier after j.B/j.2A/ j.2C to act as a safe-jump. When back to corner, the j.2A and j.2C safe-jumps also catch early forward rolls.

Slow reversals

Some reversals are very slow and can be blocked in additional scenarios. Those reversals most notably include Azrael's 623B, Nine's 214D and Izayoi's 623C.

  • 3C > 66 > 2A > Block
  • 6B > 6A(whiff) > 2A > Block
  • 6B > 66 > Slight delay/Walk 2B > Block
  • (Air hit) 6A > 6B > 5C(whiff) > 2A > Block

Conversions

2A (catching a roll)

Meter used Combo Damage Meter gained Notes Video
0 2A > 5A > 5B > j.B > j.2A > jc > j.2A > j.C 1587 0.6 Basic conversion into an air combo. Most common route
2 2A > 5A > 5B > TK j.214B > IAD j.2C > 6A > 6B > 5A > 5B > j.B > j.2A > jc > j.2A > j.C 2820 1.2 Conversion into TK j.214B. Only works if the opponent is closed.

2B (catching a roll)

2B > 5A

2B > 5A is the most basic punish. It is the most stable option may not work if the opponent is too far.

Meter used Combo Damage Meter gained Notes Video
1 2B > 5A > 5B > j.B > j.2A > jc > j.2A > j.C 1938 0.8 Basic conversion into an air combo. Most common route
3 2B > 5A > j.B > j.2A > j.214B > AD j.2C > 6A > 6B > 5A > 5B > j.B > j.2A > jc > j.2A > j.C 3148 1.3 Conversion into TK j.214B. Only works if the opponent is closed.

2B > 214A

2B > 214A leads to higher damage routes but is more unstable, may not work if the opponent is too high or sideswapped after a forward roll.

Meter used Combo Damage Meter gained Notes Video
2 2B > 214A > IAD j.B > j.2A > 5C > 5C > 623AA > 5B > j.B > j.2A > jc > j.2A > j.C 3352 1.2 Basic 2B > 214A conversion.
3 2B > 214A > IAD j.B > j.2A > j.214B > AD > j.2C > 6A > 6B > 5A > 5B > j.B > j.2A > jc > j.2A > j.C 3816 1.2

Midscreen to corner

Meter used Combo Damage Meter gained Notes Video
1 2B > 214A > IAD j.B > j.2A > 5C > 6A > 6B 2621 1.0 Basic midscreen to corner 214A into 6B okizeme.
2 2B > 214A > IAD j.B > j.2A > 5C > 5C > 214A > 6A > 6B 2971 1.2 Variation of the route above for a bit more damage.
2 2B > 214A > IAD j.B > j.2A > 5C > (623A >) 6A > 6B > 5A > 5B > j.B > j.2A > jc > j.2A > j.C 3397 1.3 Character specific route
3 2B > 214A > IAD j.B > j.2A > j.214B > AD > j.C > 6C(level 2) > 6A > 6B 3508 1.1 High corner carry route.

Corner

Meter used Combo Damage Meter gained Notes Video
2 2B > 5A > 5B > TK j.214B > AD > j.C > 6C(level 2) > 6A > 6B 2874 0.8 2B > 5A > 6A > 6B is also possible, but less reliable.

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