Difference between revisions of "BBCF/Hakumen"

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{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Hakumen|discord=https://discord.gg/0wziknKTd04lv5MD|forums=http://www.dustloop.com/forums/index.php?/forums/forum/67-hakumen/|videos=http://horibuna.web.fc2.com/BBCF/BBCF_HK.html}}
+
{{InvisibleHeader}}{{NavTabs|game=BBCF|chara=Hakumen|discord=https://discord.gg/0wziknKTd04lv5MD|forums=http://www.dustloop.com/forums/index.php?/forums/forum/67-hakumen/|videos=https://keeponblaz.in/#/?p1chars=hakumen}}
  
 
======<span style="visibility:hidden;font-size:0">Overview</span>======
 
======<span style="visibility:hidden;font-size:0">Overview</span>======
Line 8: Line 8:
 
Hakumen has a unique meter system. His heat meter is broken up into 8 "Magatama" stocks. The UI shows the number of Magatama he has, and his progress towards the next Magatama. Hakumen always builds up Magatama and he gains meter for successful use of his drive. Each of Hakumen's special moves and distortion drives require at least one Magatama to activate. The Magatama are also used for universal mechanics such as rapid cancels for their equivalent cost (e.g 4 Magatama for rapid cancels, and 2 Magatama for Crush Trigger). Hakumen begins each round with one Magatama available.
 
Hakumen has a unique meter system. His heat meter is broken up into 8 "Magatama" stocks. The UI shows the number of Magatama he has, and his progress towards the next Magatama. Hakumen always builds up Magatama and he gains meter for successful use of his drive. Each of Hakumen's special moves and distortion drives require at least one Magatama to activate. The Magatama are also used for universal mechanics such as rapid cancels for their equivalent cost (e.g 4 Magatama for rapid cancels, and 2 Magatama for Crush Trigger). Hakumen begins each round with one Magatama available.
  
While it might seem rather limiting to need to spend heat to perform any special move, Hakumen is one of the few characters who can cancel his specials into each other and none of his specials experience same-move proration, making his potential damage extremely high once he has the heat available. Additionally, many of his specials have some form of invulnerability built in. He also possesses some of the best normals in the game, with his sword moves covering nearly the entire match start range. Hakumen also has a solid defense with his drive described below, meaning overall Hakumen is a fairly well-rounded character with many high risk tools at his disposal for many situations. Generally speaking, his playstyle rewards careful patient play.
+
While it might seem rather limiting to need to spend heat to perform any special move, Hakumen is one of the few characters who can cancel his specials into each other and none of his specials experience same-move proration, making his potential damage extremely high once he has the heat available. Additionally, many of his specials have some form of invulnerability built in. He also possesses some of the best normals in the game, with his sword moves covering nearly the entire match start range. Hakumen also has a solid defense with his drive described below, meaning overall Hakumen is a fairly well-rounded character with many high risk tools that yield high reward.
 
{{Bio
 
{{Bio
 
| name = Hakumen
 
| name = Hakumen
Line 28: Line 28:
 
* Wide range of combo routes available depending on resources.  
 
* Wide range of combo routes available depending on resources.  
 
* Counters can stop both non-projectile and projectile oki.
 
* Counters can stop both non-projectile and projectile oki.
 
 
|cons=
 
|cons=
 
* Poor mobility.
 
* Poor mobility.
Line 35: Line 34:
 
* Has very few normal gatlings and therefore limited pressure.  
 
* Has very few normal gatlings and therefore limited pressure.  
 
* His main anti-air is slow and easily punishable on whiff.
 
* His main anti-air is slow and easily punishable on whiff.
* Needs to take risks to win.
 
 
* Counters have a lot of recovery and leave him vulnerable.
 
* Counters have a lot of recovery and leave him vulnerable.
 
* Heavily Overdrive reliant.
 
* Heavily Overdrive reliant.
Line 60: Line 58:
 
{{FP Box|header=Drive: Zanshin
 
{{FP Box|header=Drive: Zanshin
 
|content=
 
|content=
Zanshin projects a shield-like energy barrier that, when triggered by an opponent's attack, will negate said attack and follow-up with an invincible, but blockable, counter-attack. If a physical attack triggers Zanshin, the opponent is frozen in place making the follow-up inescapable. Also, the guardpoint protects and triggers on either side of Hakumen, allowing him to catch any cross-up. 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. As an added bonus, a successful catch with Hakumen's drive will gain 1 magatama, which may be used immediately to special cancel if desired.
+
Zanshin projects a shield-like energy barrier that, when triggered by an opponent's attack, will negate said attack and follow-up with an invincible, but blockable, counter-attack. If a physical attack triggers Zanshin, the opponent is frozen in place making the follow-up inescapable. Also, the guardpoint protects and triggers on either side of Hakumen, allowing him to catch any cross-up. 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. As an added bonus, a successful catch with Hakumen's Drive will gain 1 Magatama, which may be used immediately to special cancel if desired.
 
| subheader1=Overdrive: Kishin
 
| subheader1=Overdrive: Kishin
 
| content2=
 
| content2=
Kishin greatly increases the magatama recharge rate as well as adding additional properties to his Distortion Drives. This If combined with his Mugen distortion drive, his heat loss is frozen for the duration of the overdrive.
+
Kishin greatly increases the magatama recharge rate as well as adding additional properties to his Distortion Drives. Using Overdrive with [[#Kokūjin Oūgi: | Kokūjin Oūgi: Mugen]] (Mugen) will freeze his heat gauge.
  
 
| subheader2=Cut Projectiles
 
| subheader2=Cut Projectiles
Line 72: Line 70:
  
 
==Normal Moves==
 
==Normal Moves==
====== <span style="visibility:hidden;font-size:0">5A</span> ======
+
===<big>5A</big>===
{{MoveData
+
<div class="attack-container">
|image=BBCS_Hakumen_5A.png |caption=Don't crouch please.
+
<div class="attack-gallery">
|name=5A
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Hakumen_5A.png |Don't crouch please.
{{AttackDataHeader-BBCF}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|5A}}
 
{{#lst:{{PAGENAME}}/Data|5A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Must be barriered when in the air
 
*Must be barriered when in the air
  
 
Standard standing jab and one of the rare 5f normals. Be careful when using it in pressure, it whiffs on everyone crouching except Haku and Tager. It won't whiff on Relius or Kagura crouching, either, but only if they're forced into a blocking animation beforehand due to their stances. Thanks to its low start-up and recovery, it acts as a fairly useful anti-air at close range.
 
Standard standing jab and one of the rare 5f normals. Be careful when using it in pressure, it whiffs on everyone crouching except Haku and Tager. It won't whiff on Relius or Kagura crouching, either, but only if they're forced into a blocking animation beforehand due to their stances. Thanks to its low start-up and recovery, it acts as a fairly useful anti-air at close range.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">5B</span> ======
+
 
{{MoveData
+
===<big>5B</big>===
|image=BBCS_Hakumen_5B.png |caption=Do not skip leg day.
+
<div class="attack-container">
|name=5B
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_5B.png |Do not skip leg day.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|5B}}
 
{{#lst:{{PAGENAME}}/Data|5B}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Does not hit everyone crouching from far away
 
*Does not hit everyone crouching from far away
 
*Must be barriered when in the air
 
*Must be barriered when in the air
Line 106: Line 113:
 
In neutral, it isn't that good due to its poor hitbox and fairly high recovery. Due 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.
 
In neutral, it isn't that good due to its poor hitbox and fairly high recovery. Due 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.
  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">5C</span> ======
+
 
{{MoveData
+
===<big>5C</big>===
|image=BBCS_Hakumen_5C.png |caption= Omae wa mou shindeiru.
+
<div class="attack-container">
|name=5C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_5C.png | Omae wa mou shindeiru.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|5C}}
 
{{#lst:{{PAGENAME}}/Data|5C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*13F-15F can cut projectiles
 
*13F-15F can cut projectiles
 
*Must be barriered when in the air
 
*Must be barriered when in the air
Line 127: Line 139:
 
In neutral, it can act as a pseudo high-reward anti-air if spaced correctly, but don't overly rely on it.
 
In neutral, it can act as a pseudo high-reward anti-air if spaced correctly, but don't overly rely on it.
  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">2A</span> ======
+
 
{{MoveData
+
===<big>2A</big>===
|image=BBCS_Hakumen_2A.png |caption=Poke poke poke.
+
<div class="attack-container">
|name=2A
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_2A.png |Poke poke poke.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|2A}}
 
{{#lst:{{PAGENAME}}/Data|2A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
This is one of the furthest-reaching 2A of the cast, making it a great footsies tool and providing an easy way to beat out poorly spaced attacks on the ground. In pressure, it can be linked into itself, 2B, 6A or any special. It combos into 3C, 2B, 6A and 236B.
 
This is one of the furthest-reaching 2A of the cast, making it a great footsies tool and providing an easy way to beat out poorly spaced attacks on the ground. In pressure, it can be linked into itself, 2B, 6A or any special. It combos into 3C, 2B, 6A and 236B.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">2B</span> ======
+
 
{{MoveData
+
===<big>2B</big>===
|image=BBCS_Hakumen_2B.png |caption=The god normal.
+
<div class="attack-container">
|name=2B
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_2B.png |The god normal.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|2B}}
 
{{#lst:{{PAGENAME}}/Data|2B}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Air tight blockstring when late chaining into 5A
 
*Air tight blockstring when late chaining into 5A
 
*Good active frames make it good for checking approaches, catching rolls, and as a meaty.
 
*Good active frames make it good for checking approaches, catching rolls, and as a meaty.
  
 
With its superior range and quick start-up, this is one of Hakumen's best moves for footsies. Many ground approaches and attacks can be beaten outright by the reach of the hitbox on this move. This is a 8-frame low, making it a great move to keep your opponent at bay once paired up with 6B in pressure.
 
With its superior range and quick start-up, this is one of Hakumen's best moves for footsies. Many ground approaches and attacks can be beaten outright by the reach of the hitbox on this move. This is a 8-frame low, making it a great move to keep your opponent at bay once paired up with 6B in pressure.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">2C</span> ======
+
 
{{MoveData
+
===<big>2C</big>===
|image=BBCS_Hakumen_2C.png |caption=Don't whiff.
+
<div class="attack-container">
|name=2C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_2C.png |Don't whiff.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|2C}}
 
{{#lst:{{PAGENAME}}/Data|2C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Head invulnerability from frames 9-15
 
*Head invulnerability from frames 9-15
 
*10-18F can cut projectiles
 
*10-18F can cut projectiles
Line 176: Line 203:
 
As as anti-air, due to how far and the high the opponent can be after it hits, 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.
 
As as anti-air, due to how far and the high the opponent can be after it hits, 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.
  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">6A</span> ======
+
 
{{MoveData
+
===<big>6A</big>===
|image=BBCS_Hakumen_6A.png |caption=Push it to the limit.
+
<div class="attack-container">
|name=6A
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_6A.png |Push it to the limit.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|6A}}
 
{{#lst:{{PAGENAME}}/Data|6A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Must be barriered when in the air
 
*Must be barriered when in the air
 
*No head invulnerability
 
*No head invulnerability
Line 193: Line 225:
 
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's barriered. 6A > 6B is gapless but heavily telegraphed, as 6A doesn't gatling into any low. On CH, it can combo into Forward Hop > 5C > 214A or 214214B, the latter being extremely rare.
 
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's barriered. 6A > 6B is gapless but heavily telegraphed, as 6A doesn't gatling into any low. On CH, it can combo into Forward Hop > 5C > 214A or 214214B, the latter being extremely rare.
  
}}
+
</div>
}}
+
</div>
  
====== <span style="visibility:hidden;font-size:0">6B</span> ======
+
===<big>6B</big>===
{{MoveData
+
<div class="attack-container">
|image=BBCS_Hakumen_6B.png |caption=Stomp.
+
<div class="attack-gallery">
|name=6B
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Hakumen_6B.png |Stomp.
{{AttackDataHeader-BBCF}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|6B}}
 
{{#lst:{{PAGENAME}}/Data|6B}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*4-22F low invulnerable
 
*4-22F low invulnerable
 
*Must be barriered when in the air
 
*Must be barriered when in the air
Line 214: Line 250:
 
6B is also Hakumen's most versatile okizeme ender, which can lead to meaties or safejumps midscreen and in the corner.
 
6B is also Hakumen's most versatile okizeme ender, which can lead to meaties or safejumps midscreen and in the corner.
  
}}
+
</div>
}}
+
</div>
  
====== <span style="visibility:hidden;font-size:0">6C</span> ======
+
===<big>6C</big>===
{{MoveData
+
<div class="attack-container">
|image=BBCS_Hakumen_6C.png |caption=if(6C.doesCH()) {opponent.burst()}
+
<div class="attack-gallery">
|name=6C
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Hakumen_6C.png |if(6C.doesCH()) {opponent.burst()}
{{AttackDataHeader-BBCF|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=No Charge}}
 
{{AttackVersion|name=No Charge}}
 
{{#lst:{{PAGENAME}}/Data|6C}}
 
{{#lst:{{PAGENAME}}/Data|6C}}
{{!}}-
+
==== ====
{{Description|9|text=
+
|-
{{ColumnList |text=
 
*Can cut projectiles from 2F before the active frames to the end of the active frames
 
*Fatal counter on counter hit.
 
*Must be barriered when in the air
 
*Staggers on ground counter hit.
 
*Slide on on air counter hit.
 
}}
 
}}
 
 
{{AttackVersion|name=Partial Charge}}
 
{{AttackVersion|name=Partial Charge}}
 
{{#lst:{{PAGENAME}}/Data|6[C] Lv 1}}
 
{{#lst:{{PAGENAME}}/Data|6[C] Lv 1}}
{{!}}-
+
==== ====
{{Description|9|text=
+
|-
{{ColumnList |text=
 
*Can cut projectiles from 2F before the active frames to the end of the active frames
 
*Fatal counter on counter hit.
 
*Must be barriered when in the air
 
*Slide on normal and counter hit.
 
}}
 
}}
 
 
{{AttackVersion|name=Full Charge}}
 
{{AttackVersion|name=Full Charge}}
 
{{#lst:{{PAGENAME}}/Data|6[C] Lv 2}}
 
{{#lst:{{PAGENAME}}/Data|6[C] Lv 2}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
 +
*The No Charge version staggers on ground counter hit.
 +
*The No Charge version slides on air counter hit.
 +
*The Partial Charged version slides on normal and counter hit.
 +
 
 +
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
 +
 
 +
The Fully Charged version has these unique properties:
 
*58-62F can cut projectiles
 
*58-62F can cut projectiles
*Must be barriered when in the air
+
*Forces fatal counter even on normal hit
*Forces fatal counter on normal hit
 
 
*Best opener P1/P2 and up front values by far.
 
*Best opener P1/P2 and up front values by far.
  
While it's on paper Hakumen's best move to punish with, it requires a Fatal counter to be useful and can't be cancelled into overdrive. As such, 5C is most of the time more practical to use. It can be used to punish some DPs such as Ragna and Jin's 623C.
+
While on paper 6C is Hakumen's best move to punish with, it requires a Fatal counter to be useful and can't be cancelled into overdrive. As such, 5C is more practical to use most of the time. It can be used to punish some DPs such as Ragna and Jin's 623C.
  
 
In neutral, 6C has a pretty large horizontal hitbox, but its long recovery and slow startup makes it a poor spacing tool.  
 
In neutral, 6C has a pretty large horizontal hitbox, but its long recovery and slow startup makes it a poor spacing tool.  
Line 264: Line 298:
 
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 if you OD through the descent.
 
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 if you OD through the descent.
  
}}
+
</div>
}}
+
</div>
  
====== <span style="visibility:hidden;font-size:0">3C</span> ======
+
===<big>3C</big>===
{{MoveData
+
<div class="attack-container">
|image=BBCS_Hakumen_3C.png |caption=Can be used to cut your lawn.
+
<div class="attack-gallery">
|name=3C
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Hakumen_3C.png |Can be used to cut your lawn.
{{AttackDataHeader-BBCF}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|3C}}
 
{{#lst:{{PAGENAME}}/Data|3C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*7-14F can cut projectiles
 
*7-14F can cut projectiles
  
Line 283: Line 321:
 
'''Do not autopilot your combos which end with 3C in pressure.'''
 
'''Do not autopilot your combos which end with 3C in pressure.'''
  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">4C</span> ======
+
 
{{MoveData
+
===<big>4C</big>===
|image=BBCS_Hakumen_4C.png |caption=Neutral.
+
<div class="attack-container">
|name=4C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_4C.png |Neutral.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|4C}}
 
{{#lst:{{PAGENAME}}/Data|4C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Fast and long-ranged neutral tool.
 
*Fast and long-ranged neutral tool.
 
*Must be barriered when in the air  
 
*Must be barriered when in the air  
Line 300: Line 343:
 
4C is one of Hakumen's prime neutral tool thanks to his 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.
 
4C is one of Hakumen's prime neutral tool thanks to his 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.
  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">j.A</span> ======
+
 
{{MoveData
+
===<big>j.A</big>===
|image=BBCS_Hakumen_jA.png |caption=Underrated normal.
+
<div class="attack-container">
|name=j.A
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_jA.png |Underrated normal.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.A}}
 
{{#lst:{{PAGENAME}}/Data|j.A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Late chains into j.B
 
*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, you can combo into J.C if you are upbacking or Falling J.B > 5C.
 
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, you can combo into J.C if you are upbacking or Falling J.B > 5C.
  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">j.2A</span> ======
+
 
{{MoveData
+
===<big>j.2A</big>===
|image=BBCS_Hakumen_j2A.png |caption=Nice projectile.
+
<div class="attack-container">
|name=j.2A
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_j2A.png |Nice projectile.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.2A}}
 
{{#lst:{{PAGENAME}}/Data|j.2A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Projectile guard point 5F-24F
 
*Projectile guard point 5F-24F
  
 
One of Hakumen's fastest moves for cutting the opponent's projectiles, and decent Air-to Air-tool. It only gatlings into J.C and specials, so if you use this for a jump-in at too high a height, you will land at frame disadvantage.  
 
One of Hakumen's fastest moves for cutting the opponent's projectiles, and decent Air-to Air-tool. It only gatlings into J.C and specials, so if you use this for a jump-in at too high a height, you will land at frame disadvantage.  
  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">j.B</span> ======
+
 
{{MoveData
+
===<big>j.B</big>===
|image=BBCS_Hakumen_jB.png |caption=Cross-up tool.
+
<div class="attack-container">
|name=j.B
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_jB.png |Cross-up tool.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.B}}
 
{{#lst:{{PAGENAME}}/Data|j.B}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Late chains into j.A and j.2A
 
*Late chains into j.A and j.2A
 
*Solid crossup hitbox
 
*Solid crossup hitbox
Line 349: Line 407:
 
An amazing normal with a better hitbox than it looks. It's a very good move very good for jump ins, and for crossing the opponent up due to its unique hitbox. 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 mix-up is also useful to get out of the corner.
 
An amazing normal with a better hitbox than it looks. It's a very good move very good for jump ins, and for crossing the opponent up due to its unique hitbox. 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 mix-up is also useful to get out of the corner.
  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">j.C</span> ======
+
 
{{MoveData
+
===<big>j.C</big>===
|image=BBCS_Hakumen_jC.png |caption=Neutral 2: Electric boogaloo
+
<div class="attack-container">
|name=j.C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_jC.png |Neutral 2: Electric boogaloo
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.C}}
 
{{#lst:{{PAGENAME}}/Data|j.C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Wall sticks on corner hits
 
*Wall sticks on corner hits
 
*Projectile guard point 10F-19F
 
*Projectile guard point 10F-19F
Line 367: Line 430:
  
 
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 if it is to cover low air-to-air confrontations.  
 
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 if it is to cover low air-to-air confrontations.  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">j.2C</span> ======
+
 
{{MoveData
+
===<big>j.2C</big>===
|image=BBCS_Hakumen_j2C.png |caption=Getting beaten by Anti-airs since 2008.
+
<div class="attack-container">
|name=j.2C
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_j2C.png |Getting beaten by Anti-airs since 2008.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.2C}}
 
{{#lst:{{PAGENAME}}/Data|j.2C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Projectile guard point 14F-19F
 
*Projectile guard point 14F-19F
 
<br/>
 
<br/>
 
Decent air to ground tool, it has a bigger hitbox than J.B but is slower and it's harder to combo after it. Its slow speed makes it easy to anti-air so don't get too predictable with it. In the corner 6B > J.A(whiff) > J.2C acts as a safejump.
 
Decent air to ground tool, it has a bigger hitbox than J.B but is slower and it's harder to combo after it. Its slow speed makes it easy to anti-air so don't get too predictable with it. In the corner 6B > J.A(whiff) > J.2C acts as a safejump.
  
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Drive Moves==
 
==Drive Moves==
====== <span style="visibility:hidden;font-size:0">5D</span> ======
+
 
{{MoveData
+
===<big>5D</big>===
|image=BBCS_Hakumen_5D.png |caption=PREDICTABO.
+
<div class="attack-container">
|name=5D
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
 +
BBCS_Hakumen_5D.png |PREDICTABO.
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF|version=yes}}
 
{{AttackDataHeader-BBCF|version=yes}}
{{!}}-
+
|-
 
{{AttackVersion|name=Catch}}
 
{{AttackVersion|name=Catch}}
 
{{#lst:{{PAGENAME}}/Data|5D}}
 
{{#lst:{{PAGENAME}}/Data|5D}}
{{!}}-
+
|-
 
{{AttackVersion|name=Catch (Held)}}
 
{{AttackVersion|name=Catch (Held)}}
 
{{#lst:{{PAGENAME}}/Data|5[D] Lv 1}}
 
{{#lst:{{PAGENAME}}/Data|5[D] Lv 1}}
{{!}}-
+
|-
 
{{AttackVersion|name=Catch (Max Hold)}}
 
{{AttackVersion|name=Catch (Max Hold)}}
 
{{#lst:{{PAGENAME}}/Data|5[D] Lv 2}}
 
{{#lst:{{PAGENAME}}/Data|5[D] Lv 2}}
{{!}}-
+
|-
{{Description|9|text=
+
{{AttackVersion|name=Attack}}
{{ColumnList|text=
+
{{#lst:{{PAGENAME}}/Data|5D Attack}}
 +
|}
 +
==== ====
 
*Can be held
 
*Can be held
 
*Only counters mids, and overheads.
 
*Only counters mids, and overheads.
}}
 
}}
 
{{!}}-
 
{{AttackDataHeader-BBCF|version=yes}}
 
{{!}}-
 
{{AttackVersion|name=Attack}}
 
{{#lst:{{PAGENAME}}/Data|5D Attack}}
 
{{!}}-
 
{{Description|9|text=
 
{{ColumnList|text=
 
 
*Gain 1 magatama when activated
 
*Gain 1 magatama when activated
 
*0% heat gain multiplier
 
*0% heat gain multiplier
 
*Swaps sides
 
*Swaps sides
*Hard knockdown}}
+
*Hard knockdown
  
 
The attack follow up is no longer triggered when catching a projectile (but Hakumen becomes invincible during the entire recovery) and a magatama is only given when the attack is successful. Instead, when catching a projectile, the recovery can be canceled into any special or Distortion Drives (except Astral). If cancelled into Yukikaze, it will automatically activate, dealing 2800 damage if it hits, but won't freeze the opponent.
 
The attack follow up is no longer triggered when catching a projectile (but Hakumen becomes invincible during the entire recovery) and a magatama is only given when the attack is successful. Instead, when catching a projectile, the recovery can be canceled into any special or Distortion Drives (except Astral). If cancelled into Yukikaze, it will automatically activate, dealing 2800 damage if it hits, but won't freeze the opponent.
  
 
5D can act as a pseudo anti-air. It combos into 236B, 623A and can be OD cancelled. It catches moves that are high or mid, but it loses to lows.
 
5D can act as a pseudo anti-air. It combos into 236B, 623A and can be OD cancelled. It catches moves that are high or mid, but it loses to lows.
}}
+
</div>
}}
+
</div>
  
====== <span style="visibility:hidden;font-size:0">2D</span> ======
+
===<big>2D</big>===
{{MoveData
+
<div class="attack-container">
|image=BBCS_Hakumen_2D.png |caption=Best drive.
+
<div class="attack-gallery">
|name=2D
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Hakumen_2D.png |Best drive.
{{AttackDataHeader-BBCF|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=Catch}}
 
{{AttackVersion|name=Catch}}
 
{{#lst:{{PAGENAME}}/Data|2D}}
 
{{#lst:{{PAGENAME}}/Data|2D}}
{{!}}-
+
|-
{{Description|9|text=
 
*Only counters mids, and lows.
 
}}
 
{{!}}-
 
 
{{AttackVersion|name=Attack}}
 
{{AttackVersion|name=Attack}}
 
{{#lst:{{PAGENAME}}/Data|2D Attack}}
 
{{#lst:{{PAGENAME}}/Data|2D Attack}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
{{ColumnList|text=
+
*Only counters mids, and lows.
 
*Gain 1 magatama when activated
 
*Gain 1 magatama when activated
*0% heat gain multiplier}}
+
*0% heat gain multiplier
  
 
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.
 
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.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">6D</span> ======
+
 
{{MoveData
+
===<big>6D</big>===
|image=BBCS_Hakumen_6D.png |caption=Situational counter.
+
<div class="attack-container">
|name=6D
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF|version=yes}}
+
BBCS_Hakumen_6D.png |Situational counter.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=Catch}}
 
{{AttackVersion|name=Catch}}
 
{{#lst:{{PAGENAME}}/Data|6D}}
 
{{#lst:{{PAGENAME}}/Data|6D}}
{{!}}-
+
|-
{{Description|9|text=
+
 
*Only counters mids, and overheads.
+
|-
}}
 
{{!}}-
 
 
{{AttackVersion|name=Attack}}
 
{{AttackVersion|name=Attack}}
 
{{#lst:{{PAGENAME}}/Data|6D Attack}}
 
{{#lst:{{PAGENAME}}/Data|6D Attack}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
{{ColumnList |text=
+
*Only counters mids and overheads.
 
*Gain 1 magatama when activated
 
*Gain 1 magatama when activated
*0% heat gain multiplier}}
+
*0% heat gain multiplier
  
 
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.   
 
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.
 
Unfortunately, it's very difficult to combo after it and the combos usually aren't worth doing.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">j.D</span> ======
+
 
{{MoveData
+
===<big>j.D</big>===
|image=BBCS_Hakumen_jD.png |caption=You shouldn't have used that anti-air.
+
<div class="attack-container">
|name=j.D
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF|version=yes}}
+
BBCS_Hakumen_jD.png |You shouldn't have used that anti-air.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=Catch}}
 
{{AttackVersion|name=Catch}}
 
{{#lst:{{PAGENAME}}/Data|j.D}}
 
{{#lst:{{PAGENAME}}/Data|j.D}}
{{!}}-
+
|-
{{Description|9|text=
 
{{ColumnList|text=
 
*Only counters mids, and overheads.
 
*Stalls air momentum.
 
}}
 
 
 
}}
 
{{!}}-
 
 
{{AttackVersion|name=Attack}}
 
{{AttackVersion|name=Attack}}
 
{{#lst:{{PAGENAME}}/Data|j.D Attack}}
 
{{#lst:{{PAGENAME}}/Data|j.D Attack}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
{{ColumnList |text=
+
*Counters highs, mids and lows.
 +
*Stalls air momentum.
 
*Gain 1 magatama when activated
 
*Gain 1 magatama when activated
*0% heat gain multiplier}}
+
*0% heat gain multiplier
 
 
 
The anti-air-to-air and anti-anti-air drive. Can be used while 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 prevent your opponent from anti-airing you. Be careful when using it high in the air as you'll be in recovery until landing. It combos into J.2A or J.214C.
 
The anti-air-to-air and anti-anti-air drive. Can be used while 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 prevent your opponent from anti-airing you. Be careful when using it high in the air as you'll be in recovery until landing. It combos into J.2A or J.214C.
  
 
As of CF2, you regain your air options (double jump, air dash) upon a successful catch, meaning you'll always have the option of doing a small air combo of choice afterwards.
 
As of CF2, you regain your air options (double jump, air dash) upon a successful catch, meaning you'll always have the option of doing a small air combo of choice afterwards.
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Universal Mechanics==
 
==Universal Mechanics==
====== <span style="visibility:hidden;font-size:0">Forward Throw</span> ======
+
 
{{MoveData
+
===<big>Forward Throw</big>===
|image=BBCS_Hakumen_FThrow.png |caption=Stop blocking.
+
<span class="input-badge">'''B+C'''</span>
|input=B+C
+
<div class="attack-container">
|name=Forward Throw
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_FThrow.png |Stop blocking.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|BC}}
 
{{#lst:{{PAGENAME}}/Data|BC}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*100% minimum damage (1500)
 
*100% minimum damage (1500)
 
*Staggers on hit
 
*Staggers on hit
Line 531: Line 601:
 
Primarily used after a 2A at close range or 623A in pressure. It combos into 2C or Forward Hop > J.214B midscreen and 623A > 6C(level 2) in the corner. Note that the first hit after Throw is unburstable. In the corner, Throw > ODc > 6C(level 2) leads to very good magatama efficient combos making it a very useful round ender.  
 
Primarily used after a 2A at close range or 623A in pressure. It combos into 2C or Forward Hop > J.214B midscreen and 623A > 6C(level 2) in the corner. Note that the first hit after Throw is unburstable. In the corner, Throw > ODc > 6C(level 2) leads to very good magatama efficient combos making it a very useful round ender.  
  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Back Throw</span> ======
+
 
{{MoveData
+
===<big>Back Throw</big>===
|image=BBCS_Hakumen_BThrow.png |caption=Get back to the corner.
+
<span class="input-badge">'''4B+C'''</span>
|input=4B+C
+
<div class="attack-container">
|name=Back Throw
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_BThrow.png |Get back to the corner.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|4BC}}
 
{{#lst:{{PAGENAME}}/Data|4BC}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*100% minimum damage (1400)
 
*100% minimum damage (1400)
  
 
Hits twice, only the second move can be special cancelled. Unlike Forward throw this requires a magatama midscreen to continue the combo with 623A, 623AA or Delay 214A. This is mainly used when cornered to corner the opponent instead. 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 tough link.
 
Hits twice, only the second move can be special cancelled. Unlike Forward throw this requires a magatama midscreen to continue the combo with 623A, 623AA or Delay 214A. This is mainly used when cornered to corner the opponent instead. 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 tough link.
  
}}
+
</div>
}}
+
</div>
 
   
 
   
====== <span style="visibility:hidden;font-size:0">Air Throw</span> ======
+
 
{{MoveData
+
===<big>Air Throw</big>===
|image=BBCS_Hakumen_AThrow.png |caption=No longer a touch of death.
+
<span class="input-badge">'''j.B+C'''</span>
|input=j.B+C
+
<div class="attack-container">
|name=Air Throw
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_AThrow.png |No longer a touch of death.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.BC}}
 
{{#lst:{{PAGENAME}}/Data|j.BC}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*100% minimum damage (1500)
 
*100% minimum damage (1500)
 
<br/>
 
<br/>
Line 567: Line 647:
 
The second hit can combo into J.B, J.2A, J.2C (If high enough) or 2B (If too close to the ground). In the corner, combos into J.C > 6C. This is also sometimes legitimately used as an air combo ender, as not a lot of characters can deal with J.C if it's teched and to prevent some characters from using DP RC or OD on wake-up to escape.
 
The second hit can combo into J.B, J.2A, J.2C (If high enough) or 2B (If too close to the ground). In the corner, combos into J.C > 6C. This is also sometimes legitimately used as an air combo ender, as not a lot of characters can deal with J.C if it's teched and to prevent some characters from using DP RC or OD on wake-up to escape.
  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Counter Assault</span> ======
+
 
{{MoveData
+
===<big>Counter Assault</big>===
|image=BBCS_Hakumen_6A.png |caption=Nobody expects this.
+
<span class="input-badge">'''6A+B (when blocking)'''</span>
|input=6A+B (when blocking)
+
<div class="attack-container">
|name=Counter Assault
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_6A.png |Nobody expects this.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|6AB}}
 
{{#lst:{{PAGENAME}}/Data|6AB}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
{{ColumnList |text=
 
 
*180F meter cooldown
 
*180F meter cooldown
 
*1-20F invincibility
 
*1-20F invincibility
*Requires 4 magatama}}
+
*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.
 
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.
  
}}
+
</div>
}}
+
</div>
  
====== <span style="visibility:hidden;font-size:0">Crush Trigger</span> ======
+
===<big>Crush Trigger</big>===
{{MoveData
+
<span class="input-badge">'''5A+B'''</span>
|image=BBCP_Hakumen_CT.png |caption=Overdrive combo filler.
+
<div class="attack-container">
|input=5A+B
+
<div class="attack-gallery">
|name=Crush Trigger
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCP_Hakumen_CT.png |Overdrive combo filler.
{{AttackDataHeader-BBCF|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=Uncharged}}
 
{{AttackVersion|name=Uncharged}}
 
{{#lst:{{PAGENAME}}/Data|5AB}}
 
{{#lst:{{PAGENAME}}/Data|5AB}}
{{!}}-
+
|-
 
{{AttackVersion|name=Charged}}
 
{{AttackVersion|name=Charged}}
 
{{#lst:{{PAGENAME}}/Data|5[AB]}}
 
{{#lst:{{PAGENAME}}/Data|5[AB]}}
{{!}}-
+
|}
{{Description|9|text=
+
==== ====
{{ColumnList|text=
+
 
 
*Can be held
 
*Can be held
 
*Requires 2 magatama
 
*Requires 2 magatama
 
*100% P2 when charged
 
*100% P2 when charged
*180F meter cooldown}}
+
*180F meter cooldown
  
 
Causes guard crush on normal blocking. It staggers if hits a grounded enemy and launches otherwise, in that case it can combo into 5C or 6C. 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.  
 
Causes guard crush on normal blocking. It staggers if hits a grounded enemy and launches otherwise, in that case it can combo into 5C or 6C. 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.  
  
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Specials==
 
==Specials==
====== <span style="visibility:hidden;font-size:0">Fuumajin</span> ======
+
 
{{MoveData
+
===<big>Fuumajin</big>===
|image=BBCP_Hakumen_Fuumajin.png |caption=This is a message to all Hazama players, please stop swinging into this.
+
<div class="attack-container">
|name=Fuumajin
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCP_Hakumen_Fuumajin.png |This is a message to all Hazama players, please stop swinging into this.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|Fuumajin}}
 
{{#lst:{{PAGENAME}}/Data|Fuumajin}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Resets to 91 more active frames if hitbox is hit by a projectile
 
*Resets to 91 more active frames if hitbox is hit by a projectile
 
*Grants 1 Magatama  
 
*Grants 1 Magatama  
Line 633: Line 726:
 
Appears when Hakumen's sword connects with a projectile or a move with projectile property. Disappears after 91 frames or if it connects with the opponent. If a projectile connects with it, the 91 frame count down is reset. It doesn't disappear when Hakumen gets hit.
 
Appears when Hakumen's sword connects with a projectile or a move with projectile property. Disappears after 91 frames or if it connects with the opponent. If a projectile connects with it, the 91 frame count down is reset. It doesn't disappear when Hakumen gets hit.
 
If both hakumen's sword and his body connect with the projectile on the same frame, Hakumen is hit instead of the projectile being destroyed.   
 
If both hakumen's sword and his body connect with the projectile on the same frame, Hakumen is hit instead of the projectile being destroyed.   
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Guren</span> ======
+
 
{{MoveData
+
===<big>Guren</big>===
|image=BBCS_Hakumen_gurren.png |caption=Pressure reset.
+
<span class="input-badge">'''214A'''</span>
|input=214A
+
<div class="attack-container">
|name=Guren
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_gurren.png |Pressure reset.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|214A}}
 
{{#lst:{{PAGENAME}}/Data|214A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*30F meter cooldown
 
*30F meter cooldown
 
*Must be barriered when in the air  
 
*Must be barriered when in the air  
Line 651: Line 749:
  
 
Pressure and combo tool. Combos into 2A, 41236C or even 2C if the opponent is crouched. Being +1 on block, this is amazing at resetting pressure by using 2A afterward. However, it is fairly easy to IB as Hakumen's pressure is limited. If the opponent respects it too much, you can 214A > 6B; if they don't respect it all, you can 214A > 2D. Do not overuse it in pressure as it drains meter pretty quickly.
 
Pressure and combo tool. Combos into 2A, 41236C or even 2C if the opponent is crouched. Being +1 on block, this is amazing at resetting pressure by using 2A afterward. However, it is fairly easy to IB as Hakumen's pressure is limited. If the opponent respects it too much, you can 214A > 6B; if they don't respect it all, you can 214A > 2D. Do not overuse it in pressure as it drains meter pretty quickly.
}}
+
</div>
}}
+
</div>
  
====== <span style="visibility:hidden;font-size:0">Kishuu</span> ======
+
===<big>Kishuu</big>===
{{MoveData
+
<span class="input-badge">'''623A'''</span>
|image=BBCS_Hakumen_kishuu.png |caption=Wavedash.
+
<div class="attack-container">
|input=623A
+
<div class="attack-gallery">
|name=Kishuu
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Hakumen_kishuu.png |Wavedash.
{{AttackDataHeader-BBCF}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|623A}}
 
{{#lst:{{PAGENAME}}/Data|623A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
{{ColumnList|text=
 
 
*Low profile frame 1
 
*Low profile frame 1
 
*30F meter cooldown
 
*30F meter cooldown
*Requires 1 magatama}}
+
*Requires 1 magatama
  
 
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 them with 5C CH / 6C FC without letting your opponent RC (Valk's 236236D / Izayoi's 236236C)
 
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 them with 5C CH / 6C FC without letting your opponent RC (Valk's 236236D / Izayoi's 236236C)
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Enma</span> ======
+
 
{{MoveData
+
===<big>Enma</big>===
|image=BBCS_Hakumen_enma.png |caption=Best neutral tool.  
+
<span class="input-badge">'''A (after kishuu)'''</span>
|input=A (after kishuu)
+
<div class="attack-container">
|name=Enma
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_enma.png |Best neutral tool.  
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|623AA}}
 
{{#lst:{{PAGENAME}}/Data|623AA}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*30F meter cooldown
 
*30F meter cooldown
 
*Head and Body invuln 1-8
 
*Head and Body invuln 1-8
Line 689: Line 795:
 
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 (character specific).
 
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 (character specific).
 
As it's -4, it's punishable on IB by most 5A/2A. It can be canceled into 214A to make it safe.
 
As it's -4, it's punishable on IB by most 5A/2A. It can be canceled into 214A to make it safe.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Renka</span> ======
+
 
{{MoveData
+
===<big>Renka</big>===
|image=BBCF_Hakumen_renka.png |caption=Combo filler.
+
<span class="input-badge">'''236B'''</span>
|input=236B
+
<div class="attack-container">
|name=Renka
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Hakumen_renka.png |Combo filler.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|236B}}
 
{{#lst:{{PAGENAME}}/Data|236B}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*60F meter cooldown
 
*60F meter cooldown
 
*Requires 2 magatama
 
*Requires 2 magatama
Line 708: Line 819:
 
Furthermore, it is possible to OD raid after the first hit to make the second one whiff and punish it.
 
Furthermore, it is possible to OD raid after the first hit to make the second one whiff and punish it.
 
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.
 
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.
}}
+
</div>
}}
+
</div>
  
====== <span style="visibility:hidden;font-size:0">Zantetsu</span> ======
+
===<big>Zantetsu</big>===
{{MoveData
+
<span class="input-badge">'''41236C'''</span>
|image=BBCS_Hakumen_zantetsu.png |caption=First hit will be bursted 99% of the time.
+
<div class="attack-container">
|input=41236C
+
<div class="attack-gallery">
|name=Zantetsu
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Hakumen_zantetsu.png |First hit will be bursted 99% of the time.
{{AttackDataHeader-BBCF}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|41236C}}
 
{{#lst:{{PAGENAME}}/Data|41236C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
{{ColumnList|text=
 
 
*90F meter cooldown
 
*90F meter cooldown
*Requires 3 magatama}}
+
*Requires 3 magatama
  
 
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 hence why it's avoided in long or OD combos with 623A or CT.  
 
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 hence why it's 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.
 
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.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Hotaru</span> ======
+
 
{{MoveData
+
===<big>Hotaru</big>===
|image=BBCS_Hakumen_hotaru.png |caption=Aerial Houtenjin.
+
<span class="input-badge">'''j.214B'''</span>
|input=j.214B
+
<div class="attack-container">
|name=Hotaru
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_hotaru.png |Aerial Houtenjin.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.214B}}
 
{{#lst:{{PAGENAME}}/Data|j.214B}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
{{ColumnList|text=
 
 
*60F meter cooldown
 
*60F meter cooldown
*Must be barriered when in the air
+
*Air Unblockable
*Gives back jump / airdash option
+
*Resets air option
 
*Requires 2 magatama
 
*Requires 2 magatama
*Can only be used once in the air}}
+
*Can only be used once in the air
  
 
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.
 
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 Short/Fast starter, so combos are limited afterward. This move is however a very important combo extender as it is possible to airdash afterward into J.2C to do high damage combos or end in the corner with J.C > 6C/5C > 6A > 6B, which give a much better knockdowns than J.214A.  
 
It's a Short/Fast starter, so combos are limited afterward. This move is however a very important combo extender as it is possible to airdash afterward into J.2C to do high damage combos or end in the corner with J.C > 6C/5C > 6A > 6B, which give a much better knockdowns than J.214A.  
  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Tsubaki</span> ======
+
 
{{MoveData
+
===<big>Tsubaki</big>===
|image=BBCS_Hakumen_tsubaki.png |caption=No longer an overhead.
+
<span class="input-badge">'''j.214C'''</span>
|input=j.214C
+
<div class="attack-container">
|name=Tsubaki
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_tsubaki.png |No longer an overhead.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.214C}}
 
{{#lst:{{PAGENAME}}/Data|j.214C}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
{{ColumnList|text=
 
 
*90F Heat Gauge Cooldown
 
*90F Heat Gauge Cooldown
 
*Requires 3 magatama
 
*Requires 3 magatama
 
*Can only be used one time in the air
 
*Can only be used one time in the air
 
*Projectile guard point only on blade
 
*Projectile guard point only on blade
*Projectile guard point 15F-17F}}
+
*Projectile guard point 15F-17F
  
 
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 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.
Line 777: Line 899:
 
Fastest startup after TK is 19 frames and 21 after a Hop.  
 
Fastest startup after TK is 19 frames and 21 after a Hop.  
  
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Agito</span> ======
+
 
{{MoveData
+
===<big>Agito</big>===
|image=BBCP_Hakumen_Agito.png |caption=Air ender and ends anti-air.  
+
<span class="input-badge">'''j.214A'''</span>
|input=j.214A
+
<div class="attack-container">
|name=Agito
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCP_Hakumen_Agito.png |Air ender and ends anti-air.  
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|j.214A}}
 
{{#lst:{{PAGENAME}}/Data|j.214A}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
{{ColumnList|text=
+
 
 
*30F meter cooldown
 
*30F meter cooldown
 
*Requires 1 magatama
 
*Requires 1 magatama
*Can only be used once in the air}}
+
*Can only be used once in the air
  
 
Low-cost knockdown tool. Counts as a projectile, which can let it beat anti-airs that are only head invincible. 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.  
 
Low-cost knockdown tool. Counts as a projectile, which can let it beat anti-airs that are only head invincible. 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.  
Line 802: Line 929:
 
   
 
   
 
For more details: check the okizeme doc: [https://docs.google.com/document/d/1mYhxmbvUawkwSmc0dxBsxvCwvXCggmGJY_Q-KqT23Sc/edit# link]
 
For more details: check the okizeme doc: [https://docs.google.com/document/d/1mYhxmbvUawkwSmc0dxBsxvCwvXCggmGJY_Q-KqT23Sc/edit# link]
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0">Yanagi</span> ======
+
 
{{MoveData
+
===<big>Yanagi</big>===
|image=BBCF_Hakumen_Yanagi.png |caption=Slam to the ground all the players who switched to another game.
+
<span class="input-badge">'''214D'''</span>
|input=214D
+
<div class="attack-container">
|name=Yanagi
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCF_Hakumen_Yanagi.png |Slam to the ground all the players who switched to another game.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|214D}}
 
{{#lst:{{PAGENAME}}/Data|214D}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Guards attacks 4-27F
 
*Guards attacks 4-27F
 
*30F meter cooldown
 
*30F meter cooldown
Line 825: Line 957:
 
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.
 
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.
  
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Distortion Drives==
 
==Distortion Drives==
====== <span style="visibility:hidden;font-size:0">Kokūjin: Shippu</span> ======
+
 
{{MoveData
+
===<big>Kokūjin: Shippu</big>===
|image=BBCS_Hakumen_shippu.png |caption=Will sometimes come out when you try to do 2B > Zantetsu.
+
<div class="attack-container">
|name=Kokūjin: Shippu
+
<div class="attack-gallery">
|input=632146C
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCS_Hakumen_shippu.png |Will sometimes come out when you try to do 2B > Zantetsu.
{{AttackDataHeader-BBCF|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<span class="input-badge">'''632146C'''</span>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=Sword Uncharged}}
 
{{AttackVersion|name=Sword Uncharged}}
 
{{#lst:{{PAGENAME}}/Data|632146C}}
 
{{#lst:{{PAGENAME}}/Data|632146C}}
{{!}}-
+
|-
 
{{AttackVersion|name=Sword (Charged)}}
 
{{AttackVersion|name=Sword (Charged)}}
 
{{#lst:{{PAGENAME}}/Data|632146[C]}}
 
{{#lst:{{PAGENAME}}/Data|632146[C]}}
{{!}}-
+
|-
{{Description|9|text=
+
{{AttackVersion|name=Wave}}
{{ColumnList|text=
+
{{#lst:{{PAGENAME}}/Data|632146C Wave}}
 +
|}
 +
==== ====
 +
*Air Unblockable
 +
*30% minimum damage on slash (Uncharged: 1050/1200 (OD) Charged: 1500)
 +
*Projectile guard point on all active frames
 
*Invincible to physical attacks until super flash
 
*Invincible to physical attacks until super flash
 +
*Hold button to charge before slashing
 
*Invincible to projectiles during charge
 
*Invincible to projectiles during charge
*Must be barriered when in the air
 
*Requires 4 magatama
 
*Hold button to charge attack
 
*30% minimum damage (Uncharged: 1050/1200 (OD) Charged: 1500)
 
 
*180F cooldown
 
*180F cooldown
*Projectile guard point on all active frames}}
+
*20% minimum damage on wave (Normal: 500 OD: 600)
}}
 
{{!}}-
 
{{AttackVersion|name=Wave}}
 
{{#lst:{{PAGENAME}}/Data|632146C Wave}}
 
{{!}}-
 
{{Description|9|text=
 
*20% minimum damage (Normal: 500 OD: 600)
 
 
*Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD
 
*Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD
  
Standard super combo ender. It can be canceled on block with 623A to make it safe.   
+
Standard distortion combo ender. It can be canceled on block with 623A to make it safe.   
 
The OD version fires a taller, Reppuken-esque energy wave to the slash, with an excellent vertical hitbox. In neutral, this can be useful against zoners (Nu, Lambda, Rachel) or Valkenhayn in wolf form as he can't block it.
 
The OD version fires a taller, Reppuken-esque energy wave to the slash, with an excellent vertical hitbox. In neutral, this can be useful against zoners (Nu, Lambda, Rachel) or Valkenhayn in wolf form as he can't block it.
 
The energy wave has better proration than the actual slash and wallbounces. This is used in midscreen low life OD combos with CT > 6C > 632146C (wave) > 623A > 5C > ...
 
The energy wave has better proration than the actual slash and wallbounces. This is used in midscreen low life OD combos with CT > 6C > 632146C (wave) > 623A > 5C > ...
  
}}
+
</div>
}}
+
</div>
  
====== <span style="visibility:hidden;font-size:0"> Kokūjin: Yukikaze</span> ======
+
===<big> Kokūjin: Yukikaze</big>===
{{MoveData
+
<span class="input-badge">'''236236D'''</span>
|image=BBCS_Hakumen_yukikaze.png |caption=No.
+
<div class="attack-container">
|image2=BBCS_Hakumen_Yukikaze2.png |caption2=
+
<div class="attack-gallery">
|name= Kokūjin: Yukikaze
+
<gallery widths="210px" heights="210px" mode="nolines">
|input=236236D
+
BBCS_Hakumen_yukikaze.png |No.
|data=
+
BBCS_Hakumen_Yukikaze2.png |
{{AttackDataHeader-BBCF|version=yes}}
+
</gallery>
{{!}}-
+
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF|version=yes}}
 +
|-
 
{{AttackVersion|name=Catch}}
 
{{AttackVersion|name=Catch}}
 
{{#lst:{{PAGENAME}}/Data|236236D}}
 
{{#lst:{{PAGENAME}}/Data|236236D}}
{{!}}-
+
|-
{{Description|9|text=
+
|-
{{ColumnList|text=
+
{{AttackVersion|name=Attack}}
 +
{{#lst:{{PAGENAME}}/Data|236236D Attack}}
 +
|}
 +
==== ====
 
*180F cooldown
 
*180F cooldown
 
*Requires 4 magatama
 
*Requires 4 magatama
 
*Super flash activates only on a successful catch
 
*Super flash activates only on a successful catch
 
*Doesn't catch throws and unblockables
 
*Doesn't catch throws and unblockables
*Freezes opponents in place if it catches a strike; yukikaze is RC-proof on strikes
+
*Freezes opponents in place if it catches a strike. Opponent will always get hit.
*Does not freeze if it catches projectiles}}
+
*Does not freeze if it catches projectiles
 
 
}}
 
{{!}}-
 
{{AttackVersion|name=Attack}}
 
{{#lst:{{PAGENAME}}/Data|236236D Attack}}
 
{{!}}-
 
{{Description|9|text=
 
 
*Fatal Counter
 
*Fatal Counter
  
 
Hakumen dashes forward with a sword swing that hits everything that is chest level or lower. Hakumen is fully invincible during the recovery of Yukikaze, so it can be used to escape corner projectile oki. This is the key defensive tool in most match-ups and a life changer when you get 4 magatamas as your opponent has to play around it unless they want to lose the momentum. Since you can special cancel the attack's recovery and Hakumen is left relatively close to the opponent after a successful catch, a common way to convert into a longer combo is to use Kishuu (623A) into 5C afterwards.
 
Hakumen dashes forward with a sword swing that hits everything that is chest level or lower. Hakumen is fully invincible during the recovery of Yukikaze, so it can be used to escape corner projectile oki. This is the key defensive tool in most match-ups and a life changer when you get 4 magatamas as your opponent has to play around it unless they want to lose the momentum. Since you can special cancel the attack's recovery and Hakumen is left relatively close to the opponent after a successful catch, a common way to convert into a longer combo is to use Kishuu (623A) into 5C afterwards.
  
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, and this means that, by the time the move ends, you'll have regained pretty much all of the magatama spent for this move upon a successful catch. This can lead to even more damaging combos that can end in EA.
+
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, you'll have regained pretty much all of the magatama spent for this move upon a successful catch. This can lead to even more damaging combos that can end in EA.
}}
+
</div>
}}
+
</div>
====== <span style="visibility:hidden;font-size:0"> Kokūjin Oūgi: Mugen</span> ======
+
 
{{MoveData
+
===<big> Kokūjin Oūgi: Mugen</big>===
|image=BBCS_Hakumen_mugen.png |caption="Mugen" means "Infinite"
+
<span class="input-badge">'''214214B'''</span>
|input=214214B
+
<div class="attack-container">
|name= Kokūjin Oūgi: Mugen
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_mugen.png |"Mugen" means "Infinite"
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|214214B}}
 
{{#lst:{{PAGENAME}}/Data|214214B}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*360F duration normally
 
*360F duration normally
 
*Requires 8 magatama, but does not consume any upon startup. Instead, his heat gauge is rapidly depleted and the effects of this move end only when the heat gauge has emptied.
 
*Requires 8 magatama, but does not consume any upon startup. Instead, his heat gauge is rapidly depleted and the effects of this move end only when the heat gauge has emptied.
Line 926: Line 1,063:
 
In this version of the game, the main OD combos are 236B/214A > (41236C(1) > 623A)xN or (41236C(1) > 214D)xN. The latter dealing less damage but is easier to do.
 
In this version of the game, the main OD combos are 236B/214A > (41236C(1) > 623A)xN or (41236C(1) > 214D)xN. The latter dealing less damage but is easier to do.
  
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Exceed Accel==
 
==Exceed Accel==
{{MoveData
+
===<big>Tengai</big>===
|image=BBCF_Hakumen_Tengai.png |caption=One of the better EA.
+
<span class="input-badge">'''ABCD during Overdrive'''</span>
|image2=BBCF_Hakumen_Tengai2.png |caption2=
+
<div class="attack-container">
|input=ABCD during Overdrive
+
<div class="attack-gallery">
|name=Tengai
+
<gallery widths="210px" heights="210px" mode="nolines">
|data=
+
BBCF_Hakumen_Tengai.png |One of the better EA.
 +
BBCF_Hakumen_Tengai2.png |
 +
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 
{{AttackDataHeader-BBCF}}
 
{{AttackDataHeader-BBCF}}
{{!}}-
+
|-
 
{{#lst:{{PAGENAME}}/Data|ABCD}}
 
{{#lst:{{PAGENAME}}/Data|ABCD}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
 
*Does not cost Heat, but inmediately ends Overdrive if used.
 
*Does not cost Heat, but inmediately ends Overdrive if used.
 
*Becomes stronger and flashier with Active Flow.
 
*Becomes stronger and flashier with Active Flow.
Line 947: Line 1,089:
  
 
Hakumen kicks the opponent's feet on startup, then knocks them down and follows with a mighty slash. Puts Hakumen in Active Flow if he hasn't already been in it already. One of the most practical EA in the game as Haku-men can easily combo into for decent damage. The knockdown after it is poor and is possible to roll for free afterward. In the corner, if you think your opponent will forward roll, use 2B to force them to block.
 
Hakumen kicks the opponent's feet on startup, then knocks them down and follows with a mighty slash. Puts Hakumen in Active Flow if he hasn't already been in it already. One of the most practical EA in the game as Haku-men can easily combo into for decent damage. The knockdown after it is poor and is possible to roll for free afterward. In the corner, if you think your opponent will forward roll, use 2B to force them to block.
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  
 
==Astral Heat==
 
==Astral Heat==
{{MoveData
+
===<big> Kokūjin Oūgi: Akumetsu</big>===
|image=BBCS_Hakumen_akumetsu.png |caption=Great animation but everything else is awful, just like RWBY.
+
<span class="input-badge">'''[2]8D'''</span>
|name= Kokūjin Oūgi: Akumetsu
+
<div class="attack-container">
|input=[2]8D
+
<div class="attack-gallery">
|data=
+
<gallery widths="210px" heights="210px" mode="nolines">
{{AttackDataHeader-BBCF}}
+
BBCS_Hakumen_akumetsu.png |Great animation but everything else is awful.
{{!}}-
+
</gallery>
 +
</div>
 +
<div class="attack-info">
 +
{| class="wikitable attack-data"
 +
{{AttackDataHeader-BBCF}}
 +
|-
 
{{#lst:{{PAGENAME}}/Data|Astral}}
 
{{#lst:{{PAGENAME}}/Data|Astral}}
{{!}}-
+
|}
{{Description|8|text=
+
==== ====
{{ColumnList |text=
 
 
*180F cooldown
 
*180F cooldown
 
*Requires 8 magatama
 
*Requires 8 magatama
*Doesn't catch projectiles, grabs or doll attacks}}
+
*Doesn't catch projectiles, grabs or doll attacks
  
 
Catches move with physical attributes and Unblockables. It loses to Doll attacks, grabs and projectiles (including Hazama's chain and his 632146C), but can still beat Jin's Astral.
 
Catches move with physical attributes and Unblockables. It loses to Doll attacks, grabs and projectiles (including Hazama's chain and his 632146C), but can still beat Jin's Astral.
  
Worst Astral in the game as Hakumen can hardly meet the activation requirements, can't afford it and relies on your opponent to be activated.
+
One of the most impractical Astrals in the game as Hakumen can hardly meet the activation requirements, and it relies on your opponent to be activated.
}}
+
</div>
}}
+
</div>
 
<br style="clear:both;"/>
 
<br style="clear:both;"/>
  

Latest revision as of 09:05, 24 November 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Discord   Forums   Videos    
Overview[edit]
Overview

Hakumen has a unique meter system. His heat meter is broken up into 8 "Magatama" stocks. The UI shows the number of Magatama he has, and his progress towards the next Magatama. Hakumen always builds up Magatama and he gains meter for successful use of his drive. Each of Hakumen's special moves and distortion drives require at least one Magatama to activate. The Magatama are also used for universal mechanics such as rapid cancels for their equivalent cost (e.g 4 Magatama for rapid cancels, and 2 Magatama for Crush Trigger). Hakumen begins each round with one Magatama available.

While it might seem rather limiting to need to spend heat to perform any special move, Hakumen is one of the few characters who can cancel his specials into each other and none of his specials experience same-move proration, making his potential damage extremely high once he has the heat available. Additionally, many of his specials have some form of invulnerability built in. He also possesses some of the best normals in the game, with his sword moves covering nearly the entire match start range. Hakumen also has a solid defense with his drive described below, meaning overall Hakumen is a fairly well-rounded character with many high risk tools that yield high reward.


Lore:Hakumen is one of the Six Heroes who combated the Black Beast in the series` backstory almost a century ago. After the war, he was sealed away in the boundary along with Terumi, who had betrayed the other five heroes. Kokonoe salvages a portion of his existence from the boundary and he resumes his quest for justice and to exact revenge on Terumi. His Nox Nyctores, Ookami, has the power to negate most Ars Magus and possessing the Susano'o unit allows him to freely slash through time and space.
Playstyle
Pros Cons
  • 3rd highest amount of health (12 000).
  • Has one of the best Overdrives in the game.
  • High-damage ceiling with Overdrive and meter.
  • Long ranged normals which act as excellent spacing tools (4C, J.C).
  • Strong tools to enforce RPS situations at any time.
  • Can cut projectiles with his sword normals.
  • Wide range of combo routes available depending on resources.
  • Counters can stop both non-projectile and projectile oki.
  • Poor mobility.
  • No strike/projectile invincibility on backdash; must block in a lot of situations where backdashing would be preferred.
  • A lot of combo routes are distance, height or character specific.
  • Has very few normal gatlings and therefore limited pressure.
  • His main anti-air is slow and easily punishable on whiff.
  • Counters have a lot of recovery and leave him vulnerable.
  • Heavily Overdrive reliant.
Drive: Zanshin
Zanshin projects a shield-like energy barrier that, when triggered by an opponent's attack, will negate said attack and follow-up with an invincible, but blockable, counter-attack. If a physical attack triggers Zanshin, the opponent is frozen in place making the follow-up inescapable. Also, the guardpoint protects and triggers on either side of Hakumen, allowing him to catch any cross-up. 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. As an added bonus, a successful catch with Hakumen's Drive will gain 1 Magatama, which may be used immediately to special cancel if desired.
Overdrive: Kishin
Kishin greatly increases the magatama recharge rate as well as adding additional properties to his Distortion Drives. Using Overdrive with Kokūjin Oūgi: Mugen (Mugen) will freeze his heat gauge.
Cut Projectiles
Any of Hakumen's attacks that use the blade of his sword can cut the opponent's projectiles. On successful cuts, Hakumen generates a Magatama and creates an orb called a Fuumajin. This orb lasts a short while; for its duration it can absorb projectiles and hit the opponent on contact. Fuumajin is a good way for Hakumen to deal with zoners and slowly close the distance, and generate meter.


Normal Moves[edit]

5A[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 Mid 5 3 6 +3 B -

[edit]

  • Must be barriered when in the air

Standard standing jab and one of the rare 5f normals. Be careful when using it in pressure, it whiffs on everyone crouching except Haku and Tager. It won't whiff on Relius or Kagura crouching, either, but only if they're forced into a blocking animation beforehand due to their stances. Thanks to its low start-up and recovery, it acts as a fairly useful anti-air at close range.

5B[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
730 Mid 10 2 15 0 B -

[edit]

  • 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 due to its poor hitbox and fairly high recovery. Due 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.

5C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1100 Mid 14 2 20 -3 B 13-15 Guard P

[edit]

  • 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-reward anti-air if spaced correctly, but don't overly rely on it.

2A[edit]

2B[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
650 Low 8 6 15 -4 F -

[edit]

  • 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 superior range and quick start-up, this is one of Hakumen's best moves for footsies. Many ground approaches and attacks can be beaten outright by the reach of the hitbox on this move. This is a 8-frame low, making it a great move to keep your opponent at bay once paired up with 6B in pressure.

2C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1050 Mid 13 3 30 -14 B 9-15H
10-15 Guard P

[edit]

  • Head invulnerability from frames 9-15
  • 10-18F can cut projectiles
  • Must be barriered when in the air

A decent anti-air due to its invincibility and vertical reach. However, it is slow and very punishable on whiff. If blocked, it can be cancelled into 214A or 623A to make it safe. Only use it if you know it will hit or be blocked and you have enough meter to make it safe.

As as anti-air, due to how far and the high the opponent can be after it hits, 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.

6A[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
720 Mid 12 4 16 -1 B -

[edit]

  • 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's barriered. 6A > 6B is gapless but heavily telegraphed, as 6A doesn't gatling into any low. On CH, it can combo into Forward Hop > 5C > 214A or 214214B, the latter being extremely rare.

6B[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
590*2 High, High/Low 18 2, 6 20 -4 B,B 4-22F

[edit]

  • 4-22F low 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. Be wary though not to abuse this move as it has a lot of recovery and is -4 on block. Can only be comboed off of 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.

6C[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
No Charge 1500 Mid 20 3 25 -7 B Guard P (see notes)

[edit]

Partial Charge 1700 Mid 25 3 25 -7 B Guard P (see notes)

[edit]

Full Charge 2000 Mid 60 3 25 -7 B Guard P (see notes)

[edit]

  • The No Charge version staggers on ground counter hit.
  • The No Charge version slides on air counter hit.
  • The Partial Charged version slides on normal and counter hit.

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

The Fully Charged version has these unique properties:

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

While on paper 6C is Hakumen's best move to punish with, it requires a Fatal counter to be useful and can't be cancelled into overdrive. As such, 5C is more practical to use most of the time. It can be used to punish some DPs such as Ragna and Jin's 623C.

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 if you OD through the descent.

3C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1200 Low 8 3 28 -12 F 7-14 Guard P

[edit]

  • 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 your combos which end with 3C in pressure.

4C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 Mid 10 1 24 -8 B -

[edit]

  • Fast and long-ranged neutral tool.
  • Must be barriered when in the air

4C is one of Hakumen's prime neutral tool thanks to his 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.

j.A[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 High/Air 7 3 9 - H -

[edit]

  • 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, you can combo into J.C if you are upbacking or Falling J.B > 5C.

j.2A[edit]

j.B[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
650 High/Air 9 3 20 - H -

[edit]

  • 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 very good for jump ins, and for crossing the opponent up due to its unique hitbox. 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 mix-up is also useful to get out of the corner.

j.C[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 all 12 8 26 - H 10-19 Guard P

[edit]

  • Wall sticks on corner hits
  • Projectile guard point 10F-19F

This is pretty much 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. Has a plethora of followups depending on height and distance from corner, but Hotaru is the most universal followup.

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 if it is to cover low air-to-air confrontations.

j.2C[edit]


Drive Moves[edit]

5D[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Catch - - - - 60 - - 6-20 Catch HBFPD
Catch (Held) - - - - 80 - - 6-30 Catch HBFPD
Catch (Max Hold) - - - - 100 - - 6-40 Catch HBFPD
Attack 0, 1000 - 16 10 10 -1 BT 1-End All

[edit]

  • Can be held
  • Only counters mids, and overheads.
  • Gain 1 magatama when activated
  • 0% heat gain multiplier
  • Swaps sides
  • Hard knockdown

The attack follow up is no longer triggered when catching a projectile (but Hakumen becomes invincible during the entire recovery) and a magatama is only given when the attack is successful. Instead, when catching a projectile, the recovery can be canceled into any special or Distortion Drives (except Astral). If cancelled into Yukikaze, it will automatically activate, dealing 2800 damage if it hits, but won't freeze the opponent.

5D can act as a pseudo anti-air. It combos into 236B, 623A and can be OD cancelled. It catches moves that are high or mid, but it loses to lows.

2D[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Catch - - - - 46 - - 1-8 Catch HBFPD
Attack 0, 1000 - 16 10 15 -6 FT 1-End All

[edit]

  • Only counters mids, and lows.
  • Gain 1 magatama when activated
  • 0% heat gain multiplier

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.

6D[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Catch - - - - 43 - - 1-9 Catch HBFPD
Attack 0, 1000 - 16 10 10 -1 BT 1-End All

[edit]

  • Only counters mids and overheads.
  • Gain 1 magatama when activated
  • 0% heat gain multiplier

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.

j.D[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Catch - - - - Until L+17 - - 1-10 Catch HBFPD
Attack 0, 1000 - 14 10 6 - HT 1-End All

[edit]

  • Counters highs, mids and lows.
  • Stalls air momentum.
  • Gain 1 magatama when activated
  • 0% heat gain multiplier

The anti-air-to-air and anti-anti-air drive. Can be used while 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 prevent your opponent from anti-airing you. Be careful when using it high in the air as you'll be in recovery until landing. It combos into J.2A or J.214C.

As of CF2, you regain your air options (double jump, air dash) upon a successful catch, meaning you'll always have the option of doing a small air combo of choice afterwards.


Universal Mechanics[edit]

Forward Throw[edit]

B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 1500 Throw 7 3 23 - T -

[edit]

  • 100% minimum damage (1500)
  • Staggers on hit

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

Back Throw[edit]

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 750*2 Throw 7 3 23 - T -

[edit]

  • 100% minimum damage (1400)

Hits twice, only the second move can be special cancelled. Unlike Forward throw this requires a magatama midscreen to continue the combo with 623A, 623AA or Delay 214A. This is mainly used when cornered to corner the opponent instead. 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 tough link.


Air Throw[edit]

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 200, 1300 Throw 7 3 23+3L - T -

[edit]

  • 100% minimum damage (1500)


The second hit can combo into J.B, J.2A, J.2C (If high enough) or 2B (If too close to the ground). In the corner, combos into J.C > 6C. This is also sometimes legitimately used as an air combo ender, as not a lot of characters can deal with J.C if it's teched and to prevent some characters from using DP RC or OD on wake-up to escape.

Counter Assault[edit]

6A+B (when blocking)

Crush Trigger[edit]

5A+B

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Uncharged 1000 Guard Break 32/Barrier 20 1 25 0 (With Barrier) B -
Charged 1000 Guard Break 60/Barrier 30~61 1 25 0 (With barrier) B -

[edit]

  • 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, in that case it can combo into 5C or 6C. 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.


Specials[edit]

Fuumajin[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 all 1 92 - - P3* 1-End Guard P

[edit]

  • Resets to 91 more active frames if hitbox is hit by a projectile
  • Grants 1 Magatama


Appears when Hakumen's sword connects with a projectile or a move with projectile property. Disappears after 91 frames or if it connects with the opponent. If a projectile connects with it, the 91 frame count down is reset. It doesn't disappear when Hakumen gets hit. If both hakumen's sword and his body connect with the projectile on the same frame, Hakumen is hit instead of the projectile being destroyed.

Guren[edit]

214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
950 all 14 3 15 +1 B -

[edit]

  • 30F meter cooldown
  • Must be barriered when in the air
  • Requires 1 magatama

Pressure and combo tool. Combos into 2A, 41236C or even 2C if the opponent is crouched. Being +1 on block, this is amazing at resetting pressure by using 2A afterward. However, it is fairly easy to IB as Hakumen's pressure is limited. If the opponent respects it too much, you can 214A > 6B; if they don't respect it all, you can 214A > 2D. Do not overuse it in pressure as it drains meter pretty quickly.

Kishuu[edit]

623A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - 18 - - 5-14 HB

[edit]

  • Low profile frame 1
  • 30F meter cooldown
  • Requires 1 magatama

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 them with 5C CH / 6C FC without letting your opponent RC (Valk's 236236D / Izayoi's 236236C)

Enma[edit]

A (after kishuu)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1060 Mid 6 7 16 -4 B 1-8 HB

[edit]

  • 30F meter cooldown
  • Head and Body invuln 1-8

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 (character specific). As it's -4, it's punishable on IB by most 5A/2A. It can be canceled into 214A to make it safe.

Renka[edit]

236B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000*2 Low, Mid 9 3(12)3 21 -5 F, B -

[edit]

  • 60F meter cooldown
  • Requires 2 magatama

Great combo tool at close range. It combos into 6A > 6B and IAD J.2C midscreen and J.2A > J.C in the corner. Sadly, the second hit has a poor horizontal reach limiting its usefulness in pressure and may whiff in combos if the opponent is too far. Furthermore, it is possible to OD raid after the first hit to make the second one whiff and punish it. 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.

Zantetsu[edit]

41236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
2100, 800 High/Air, Low/Air 21 3(14)3 18 -2 B,F 21-23 Guard P
38-40 Guard P

[edit]

  • 90F meter cooldown
  • Requires 3 magatama

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 hence why it's 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.

Hotaru[edit]

j.214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1500 Mid 11 3 35 - H 1-17 All

[edit]

  • 60F meter cooldown
  • Air Unblockable
  • Resets air option
  • Requires 2 magatama
  • Can only be used once in the air

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 Short/Fast starter, so combos are limited afterward. This move is however a very important combo extender as it is possible to airdash afterward into J.2C to do high damage combos or end in the corner with J.C > 6C/5C > 6A > 6B, which give a much better knockdowns than J.214A.

Tsubaki[edit]

j.214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
2500 Barrier 15 3 22 - H 15-17 Guard P

[edit]

  • 90F Heat Gauge Cooldown
  • Requires 3 magatama
  • Can only be used one time in the air
  • Projectile guard point only on blade
  • Projectile guard point 15F-17F

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. This can be used on wake-up to heavily punish throw attempts if your opponent is trying to play around 236236D. It combos into 6A > 6B > ... or 5C > ODc > 214A/236B > ... It's also another amazing overdrive combo filler thanks to its high damage.

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

Agito[edit]

j.214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
950 All 12 4 Total 35 -2 P1 -

[edit]

  • 30F meter cooldown
  • Requires 1 magatama
  • Can only be used once in the air

Low-cost knockdown tool. Counts as a projectile, which can let it beat anti-airs that are only head invincible. 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.

  • ... > J.B2A > 9jc > J.B > J.2A > Falling J.2C > 2A: Standard ender. J.2C covers rolls and delay techs and 2A beats mashing. Weak to reversals.
  • ... 9hjc > J.B2A > 9jc > Delay J.2C > J.214A > Falling J.2C: J.2C hits meaty and acts as a safejump.
  • ... 9hjc > J.AB2A > J.214A > Falling J.2C / 2B / IAD J.B: J.2C covers rolls and delay techs. The 2B / IAD J.B can act as 50/50 mix-up.

For more details: check the okizeme doc: link

Yanagi[edit]

214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 2500 all 30 3 18 -7 BT 4-27 Guard HBFPD

[edit]

  • Guards attacks 4-27F
  • 30F meter cooldown
  • Requires 2 magatama
  • Unlike other drive moves, hakumen attempts the grab at the end even if he didn't block any attack.

Hakumen advances forward with a Zanshin seal that autoguards attacks and attempts to chokeslam the opponent. After guarding an attack, Hakumen can special-cancel the recovery. 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 escape the corner if you think your opponent will jump, but be careful as 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.


Distortion Drives[edit]

Kokūjin: Shippu[edit]

632146C

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Sword Uncharged 3500 [4000] All 14+(47 Flash)+7 4 41 -26 B Active Frames: Guard P (see notes)
Sword (Charged) 5000 Unblockable 14+86 4 41 - B Active Frames: Guard P (see notes)
Wave 2500 [3000] All 14+11~90 Until Hit - - P3 -

[edit]

  • Air Unblockable
  • 30% minimum damage on slash (Uncharged: 1050/1200 (OD) Charged: 1500)
  • Projectile guard point on all active frames
  • Invincible to physical attacks until super flash
  • Hold button to charge before slashing
  • Invincible to projectiles during charge
  • 180F cooldown
  • 20% minimum damage on wave (Normal: 500 OD: 600)
  • Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD

Standard distortion combo ender. It can be canceled on block with 623A to make it safe. The OD version fires a taller, Reppuken-esque energy wave to the slash, with an excellent vertical hitbox. In neutral, this can be useful against zoners (Nu, Lambda, Rachel) or Valkenhayn in wolf form as he can't block it. The energy wave has better proration than the actual slash and wallbounces. This is used in midscreen low life OD combos with CT > 6C > 632146C (wave) > 623A > 5C > ...

Kokūjin: Yukikaze[edit]

236236D

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Catch - - - - 44 - - 1-27 Catch HBFPD
Attack 3200
[1800, 150*18, 2100]
Unblockable 1+33 12 39 - B 1-End All

[edit]

  • 180F cooldown
  • Requires 4 magatama
  • Super flash activates only on a successful catch
  • Doesn't catch throws and unblockables
  • Freezes opponents in place if it catches a strike. Opponent will always get hit.
  • Does not freeze if it catches projectiles
  • Fatal Counter

Hakumen dashes forward with a sword swing that hits everything that is chest level or lower. Hakumen is fully invincible during the recovery of Yukikaze, so it can be used to escape corner projectile oki. This is the key defensive tool in most match-ups and a life changer when you get 4 magatamas as your opponent has to play around it unless they want to lose the momentum. Since you can special cancel the attack's recovery and Hakumen is left relatively close to the opponent after a successful catch, a common way to convert into a longer combo is to use Kishuu (623A) into 5C afterwards.

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, you'll have regained pretty much all of the magatama spent for this move upon a successful catch. This can lead to even more damaging combos that can end in EA.

Kokūjin Oūgi: Mugen[edit]

214214B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
- - - - 16+(90 Flash)+30 - - 16-16 All

[edit]

  • 360F duration normally
  • Requires 8 magatama, but does not consume any upon startup. Instead, his heat gauge is rapidly depleted and the effects of this move end only when the heat gauge has emptied.
  • During Mugen, all specials and distortions may be used with no cost.
  • Conversely, no heat may be gained at all while Mugen is active for any reason.
  • Gauge drain stops during Overdrive
  • Cannot use Rapid Cancel or Counter Assault while in Mugen

Hakumen's infamous install super, allowing for some massively damaging combos. All heat gain during this time is ignored, meaning it's not possible to pad out the duration of this with anything other than Overdrive. It has a huge recovery and is therefore very 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, but some characters can punish it on reaction fullscreen. In this version of the game, the main OD combos are 236B/214A > (41236C(1) > 623A)xN or (41236C(1) > 214D)xN. The latter dealing less damage but is easier to do.


Exceed Accel[edit]

Tengai[edit]

ABCD during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 1000, 1500
{600, 1000, 4500}
all 20 [10] 3 34 -10 F 1-22 All
[1-12 All]

[edit]

  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.
  • Minimum Damage 10%

Hakumen kicks the opponent's feet on startup, then knocks them down and follows with a mighty slash. Puts Hakumen in Active Flow if he hasn't already been in it already. One of the most practical EA in the game as Haku-men can easily combo into for decent damage. The knockdown after it is poor and is possible to roll for free afterward. In the corner, if you think your opponent will forward roll, use 2B to force them to block.


Astral Heat[edit]

Kokūjin Oūgi: Akumetsu[edit]

[2]8D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
38000 Unblockable - - 1+(60 Flash)+37 - P 1-16 HBFT Guard

[edit]

  • 180F cooldown
  • Requires 8 magatama
  • Doesn't catch projectiles, grabs or doll attacks

Catches move with physical attributes and Unblockables. It loses to 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 as Hakumen can hardly meet the activation requirements, and it relies on your opponent to be activated.


External References[edit]


Navigation[edit]


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