This page is Hakumen's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.
For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:
- Character Discord pins
- Links or transcriptions of external personal documents and / or Dustloop User Docs
- Tech videos, especially from Twitter hashtags
- One-off or niche combo routes
- Set-ups (for pressure, mix-ups, okizeme, or setplay)
- Video analyses of matches and sets
If more opinionated works are posted, such as match-up charts, it is highly recommended that you include accreditation to the creator and any other important specifics (such as ordering or et cetera), so that readers can evaluate the sourcing. To readers, also note that this means you should consume at your own discretion. Not all strategy or reasoning may be fully explained, tested, or viable, so either be sure to ask the creators any questions (if possible), or do your own research in training mode.
Poropiccho, Ouka, Camellia, Smith, Karasawa, Nikki.
At low level, the most common mistakes is to abuse Hakumen's C-button because. However, this is a terrible habit as most of his C-normals are on the slow side and punishable. 6C requires a CH to combo, 3C is heavily punishable on block, j.2C is easy to anti-air. Most notably, ending blockstrings with 3C and IAD j.2C are two of the most common issues at low level.
Likewise, most new players tend to abuse the drive button. The drive button is high-risk/medium-reward and isn't a substitute to a proper guard, only use when you are certain the opponent is gonna attempt a meaty, a blockstring with a gap or on reaction.
Most new Hakumen players tend to send too much time in the air and airdash too much. Unfortunately, Hakumen's mobility options are very limited and extremely telegraphed. As such, he is very easy to anti-air. Spending time on the ground, poking with 4C or 2B, hoping back and forth, approaching with 623AA are also very strong tools to deal with neutral.
At last, most new players spend a sizeable amount of meter in combos or pressure. Careful meter management is mandatory with Hakumen as is meter gain is pretty slow and optimal meter management is key at high level. Usually, 2~3 magatama are spent at most in non-OD combos.
TK Tsubaki is 19f, Hop Tsubaki is 21f.
Why did 5A/5B whiff in pressure? 5A has a poor vertical hitbox and whiffs against crouching characters. The only exceptions are Tager and 2A > 5A on Relius and Kagura.
Likewise, 5B may whiff at far range against crouching characters.
Those are the japanese names of Hakumen's specials. They are sometime used instead of their notations.
- 214A = Guren
- 623A = Kishuu
- 623AA = Enma
- 236B = Renka
- 41236C = Zantetsu
- 214D = Yanagi
- j.214A = Agito
- j.214B = Hotaru
- j.214C = Tsubaki
- 236236D = Yukikaze
- 632146C = Shippu
- 214214B = Mugen
- 8D = Akumetsu
The timing for this route is character and distance specific. It can range from very easy on some characters (Ragna) to very difficult (Izanami). Check the character specific table on Dustloop to have a better idea on which route is better on each character: https://www.dustloop.com/wiki/index.php?title=BBCF/Hakumen/Combos#Character_specific
This route 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.
623AA also fails on Carl and Bang.
The differences between both routes are marginal and both are Pareto optimal, feel free to use either of them.
It's CH and crouching only. It also works on Jubei standing since he is always considered crouched.
The 214A has to hit fairly high, otherwise the opponent will be too low after the hop and 6A will whiff.
The 5B > 214A is only at close range (2B, J.B > 2B...), delaying the 5B and 214A is necessary, the combo is a bit difficult on Kagura and Valkenhayn. 623AA > 214A is when far from the opponent (Near max range 4C CH, far range 5C...), likewise the 214A has to be delayed.
Of Raw 623AA > 214A, an alternative is 214A > 66 > 5A > 6A > 6B > ...
If you have fighting game experience, you could avoid doing them. Most of the routes are either not optimal, meter inefficient, teaches bad habits or needlessly character specific. You are better off checking the combo resources on Dustloop.
If you are new to fighting games, this could give you an idea about the routes but don't worry too much if you can't do some of them. Notably, the routes after Expert 1 are not worth the investment.
Players to watch
|Color||Name||Region||Sample Footage||Things to Watch For|
|Poropiccho / ぽろぴちょ||Japan||PSN playlist
|Patient, precise neutral, incredible defense and difficult to read. Arguably the best Hakumen worldwide. Retired.|
|Ouka / 桜花||Japan||Replay Theater||Well-rounded player with a balanced playstyle.|
|Smith / 墨酢||Japan||Youtube channel
|Clinical Hakumen player who fully highlights Hakumen OD combo potential. More on the offensive side and likes to hop cancel high jump.|
|Solid but unpredictable. Very active at Shinjuku Sportland with plenty of footage available.|
FT100 against Sadie
|Legend who defeated Sadie in a FT100 that lasted over 12 hours and ended on 100-97.|
- Japanese Name: ハクメン
- Hakumen's discord.
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Color Palettes on https://blazblue.wiki
You can embed links to external documents or User Docs here.
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You can write your own content here, or post transcriptions of content from potentially impermanent sources here.