BBTag/Hakumen

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Revision as of 22:59, 19 November 2020 by 101.112.173.175 (talk) (Undo revision 186370 by 100.4.174.164 (talk) While both versions have been used, this version flows just that little bit better.)
  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Overview
Overview
"I am the white void... I am the cold steel... I am the just sword... With blade in hand I shall reap the sins of this world and cleanse it with the fires of destruction. I am Hakumen... The end has come!"
Lore:Hakumen is the former leader of the Six Heroes who combated the Black Beast and ended the Dark War in the series` backstory almost a century ago. After the war, Hakumen found himself in a battle with Yuuki Terumi, who had betrayed the other five heroes. Nearly completely defeated, and seeing no other choice, he sacrificed himself by forcefully sealing both him and Terumi away in the boundary. 100 years later, Kokonoe salvages a portion of his existence from the boundary, whereupon he resumes his quest for justice and to exact revenge on Terumi. Hakumen's sword is a Nox Nyctores weapon named the "Slaying Demon: Okami." By channeling the Susano'o Unit's limitless energy and abilities, it is powerful enough to slash through and erase one's existence from time itself. This gives Hakumen the means to kill beings otherwise considered immortal, which designates him as one of the most dangerous and deadliest warriors to face in the Blazblue universe. Mysteriously similar to Jin Kisaragi, Hakumen is a very serious individual who is usually extremely focused on the task at hand and rarely shows any emotion beyond stoicism. As such, he comes across as rather cold and apathetic in his interactions with others. With an unfaltering will to accomplish his goals, Hakumen approaches every fight with a calm disposition, engaging with absolute precision to achieve victory.
Pros
Cons
  • Above average health
  • High damage potential as well as a high damage assist.
  • Long ranged normals that make for excellent spacing tools.
  • Specials can be cancelled into each other, making for excellent metered damage and decent blockstring potential.
  • Many of his attacks can cut away opponents' projectiles and make it his own, which can stop zoning.
  • Counters can help him escape certain setups.
  • Poor ground mobility
  • Tall hurtbox leaves him susceptible to many forms of mixup.
  • Because his dedicated anti air is rather slow, he has very limited vertical range and ways to deal with ground to air approaches.
  • No reliable projectiles.
  • Limited stagger windows leaves him somewhat vulnerable to pushblock
  • Slow normals make it hard to get in and start combos


Hakumen
BBTag Hakumen Portrait.png
Drive: Zanshin
Hakumen can cancel Skills from one into another for 1 Skill Gauge. This means canceling from a Skill to an Extra Skill costs 2 Skill Gauges! Each Skill can only be used once per string, with both versions of Gurren and Renka counting as the same move. An added benefit for canceling this way is that the second attack does not add an additional damage scaling (P2 = 100).
Hakumen's sword cuts through projectiles and creates a floating orb that can damage the opponent or be used as a shield against other projectiles. ALL of Hakumen's attacks that use the blade of the sword have this property, from Normals, to Skills, to Distortions. See Fuumajin for more info.

Normal Moves

4A

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  • At its farthest range, it will miss on some crouching characters.

While this move has a lot of freedom in chaining into his other normals, this button will not have much use due to this move possessing lackluster range at it's speed in context to most of the cast. If you're close up, you should use 2A instead, as its faster and has a better hitbox with similar range.

5A

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5A
5AA
5AAA
5AAAA

  • Can cut projectiles
  • Knocks down airborne opponents

5A is Hakumen's primary damage starter, use this to begin your punish combos. Hakumen can freely chain this into 5B, which is useful if you're just outside of range for 5AA to connect. If this attack hits an airborne opponent, it will knock down and give you a small window to OTG them.


  • Can be jump cancelled on block

5AA can be jump cancelled on block. It's interesting to note that after cancelling this move into a jump, Hakumen still keeps his forward momentum, meaning the following jump will travel further than usual. This allows the attack to be useful for corner carry combos.


5AAA is mainly used as a combo/blockstring filler.


  • Can cut projectiles

At the end of a combo, 5AAAA can allow for some safejump setups, though it does hit opponents far away. In the corner, a properly spaced 5AAAA can set up a safejump that can catch all ground techs.

5B

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5B
5BB
5BBB

  • Can cut projectiles

5B is a far reaching sword poke that is essential for Hakumen's neutral. On CH, 5B has enough hitstun to let you followup with 5BB and allow a 2A or 2C to connect. This CH property is useful for allowing Hakumen to start a full solo combo while from poking distance.


  • Safe if 5B hits on block. Not safe if 5B is push-blocked.

Hakumen's Kishuu dash special from BB is now part of his B auto combo. This portion of the auto combo is not an attack, but instead moves him forward for the next B input to launch the opponent. If the opponent is anticipating the last B input, 5BB can serve as an effective way to close in on the opponent to either reset pressure or possibly attempt a throw. In blockstrings, The range and speed of this dash can allow Hakumen to stay close even when push-blocked.


The last part of this string is Hakumen's Enma special from the mainline BB series. Because it now counts as a normal, you can cancel it into any special without any meter cost. In combos, the attack launches lower than it used to nor is it jump cancellable to make up for this, meaning that you may want to use an assist to properly follow it up. If the opponent was already airborne prior to being hit with this, you will have enough time to pick them back up with a 2A as they are falling, allowing Hakumen to extend combos this way.

5C

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  • Overhead
  • Knocks down airborne opponents

5C is a rather basic Blazblue character overhead. Hakumen stays in place while using this move, limiting it's range.

2A

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  • Important points go here

Hakumen's fastest normal, making it useful for winning stand offs with your opponent. Its range and speed make it your primary starter.

2B

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  • 9-15f head invulnerable
  • Launches on hit
  • Can cut projectiles
  • Jump cancellable on hit or block

A good anti-air due to its invincibility and vertical reach. It's also great at covering a lot of space at once and has a large window in which it will cut projectiles. However, it is a bit slow and very punishable on whiff. Since it launches on hit, 2B can also be used to start and/or extend combos.

2C

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  • Can cut projectiles
  • Causes a ground knockdown on hit

A fast sweep that allows for a combo on counter hit, making it pretty decent even if you trade hits.

j.A

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j.A
j.AA

  • Can cut projectiles

j.A works as a pretty good jump-in due to its impressive hitbox. Because it reaches low enough, j.A works really well as an IAD string along with its followup. When against larger characters(Hakumen,Tager, etc.) an instant j.A during the rise of your jump can act as an unreactable overhead if said enemies are caught crouching. Under certain situations, j.A can be used for a fuzzy guard mix-up.

j.AA has a good hitbox that allows it to be a consistent followup to j.A. Since it is only a followup, j.AA is mainly just used as combo filler.

j.B

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  • Can cut projectiles
  • Wallsticks airborne opponents

Has incredible horizontal range with good speed, which makes it useful for air-to-air interactions. The hitbox is very thin, so a number of characters can crouch under it or may not hit them at all on the ground (e.g. Linne). In the corner, this move also serves as an important combo tool as it wallsticks airborne opponents, allowing Hakumen to extend his combos for extra damage.

j.C

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  • Not an overhead

Launches the opponent upward on hit. Mainly used as combo filler. Can delay air momentum though it isn't as useful as agito's


Universal Mechanics

Ground Throw

5B+C

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  • Forward throw causes stagger on hit
  • Backward throw causes wallbounce midscreen and wallstick in the corner

The regular throw allows Hakumen to start a combo with a 5A or a 2A, as well as cancel into a special. The backwards throw kicks the opponent behind Hakumen, causing a wallbounce midscreen or a wallstick if thrown into the corner. Be careful of whiffing this throw as you will be stuck in a walking animation before finally grabbing, making you very easy to punish.

Zanshin

5A+D (Air OK)

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Ground Catch
Ground Attack

  • Triggers on strikes, throws and projectiles.

Hakumen's reversal which can stop a wide variety of attacks thrown at him. Since this is a counter, unlike most other characters' reversals, it cannot be used as an anti-air. Fortunately, this reversal doesn't have a lengthy animation which makes it one of the safest to whiff in the game. Despite the animation, it can also catch lows.

A strategy to using this is to reversal the opponent's partner tag-in after one of their characters is downed. The invulnerability granted by the attack followup allows you to recover much faster than them, letting you take the advantage.


  • Hakumen is invincible during the entire attack

After the counter is triggered, Hakumen extends his arm and throws his opponent backwards. The side-swap can be useful for getting yourself out of the corner. The attack has invulnerability during the entire animation and is completely safe on whiff. You can use this to your advantage against okizeme that involves the opponent planting a meaty projectile/assist on you while they go high/low. This attack's invul. frames can be used to escape certain setups since the counter catches both highs and lows.

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Air Catch
Air Attack

The air version completely halts air momentum, though this shouldn't be used to bait anti-airs, since you're still punishable until you land. Other than that, it works just like the ground version.


Much like the ground version, Hakumen is invincible during the entire attack, so even if you miss, you can't be punished. Launches the opponent up, though it can't combo'd off of. (As of 2.0 this can now be linked into j.236B+C distortion during Resonance Blaze)


Skills

Gurren

214A/B

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A
B

  • In midscreen, after OTG AAA or after 5BBB this version will hit the opponent, B version will pass right under them.

While it doesn't have the same range as the B version, this special has a faster startup and can make blockstrings safe.


  • Good for baiting reflects after A normals.
  • Massive hit-stun on counter-hit

Gurren's B version has a slower startup than its A version, but travels much further and deals a bit more damage. On counter-hit, causes a massive amount of hit-stun allowing Hakumen to followup without spending a bar to special-cancel it. Due to its speed and range, Gurren can be useful for closing the distance from neutral and can even serve as a whiff punisher from afar.

Renka

236A

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  • First kick is a low

Hakumen's Renka is a low hitting special move that can be used as a mixup when in conjunction with Zantetsu. A delayed Renka after a 5bbb can allow Hakumen to extend his combos in the corner. This move can be used to make blockstrings safe. If you happen to be pushblocked during the first kick, you can be opened up by your opponent since this is a double hitting attack so be careful of being predictable with this move. The first kick knocks down and allows for OTG's.

Zantetsu

236B

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  • Can cut projectiles
  • First hit knocks down airborne opponents

Has a slight delay before the first strike, first hitting overhead, then hitting low. Useful as a mixup when paired with Renka, and can be combo'd into from a variety of Hakumen's options. Useful at the end of combos as it allows Hakumen to do airdash safe-jumps after it. While it is telegraphed, this can be a very effective tool when active switched from since it has plenty of active frames as well as provides a strong mixup opportunity. Don't be predictable with it since much like Renka, this is a double hitting attack, meaning that if this special is push-blocked you can be opened up by your opponent.

Agito

j.214A

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  • Does not hit overhead
  • Counts as a projectile
  • Frame advantage is for hop version

A possible air combo ender. While it deals less damage than Tsubaki, this move is faster and recovers quicker which at least makes it safer to do in the air. Unlike Tsubaki, Agito moves Hakumen forward a bit, sometimes letting him side-switch his opponent. You can OTG opponents after hitting them from a low height which can reward a full combo, though the timing is a bit tricky. When combined with an assist, Agito can make for a pretty useful cross-up.

Hakumen recovers very quickly after this move, allowing you to do more air moves if done from normal jump height or higher. This can be useful for delaying your fall slightly to avoid an anti-air attack. Another use of the recovery is for safejump setups, as an Agito ender from a certain height will allow you to airdash before landing and fall towards your opponent. (It is recommended to use the mapped airdash button for this as it can track the opponents position, allowing you to catch back techs as well.)

Tsubaki

j.214B

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  • Can cut projectiles
  • Overhead
  • Frame advantage is for hop version

A possible air combo ender that deals more damage than Agito but has less recovery. Thanks to Hakumen's ability to use air specials during his hop dash, hop Tsubaki(66321B) can be useful as a quick overhead. On CH, you can OTG opponents when done at a low height.

Fuumajin

Cut Projectile

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  • Important points go here

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 another projectile connects with it, the 91 frame count down is reset.


Extra Skills

EX Renka

236C

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  • Can be jump cancelled on hit/block

EX version of Renka kicks your opponent up into the air rather than away and and be jump cancelled on both hit and on block. Useful as a combo extender for solo combos (236C > air dash > j.AA > land > continue combo.) Another thing to note is that you can also get a "free" special cancel by special canceling the jump startup. Ex. 236C > 8236A. The jump cancel can be buffered to make it easier Ex. 236C > 2368A.

Yanagi

214C

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  • 4-27f counters
  • Can be special cancelled
  • Knocks down

Has no active hitbox unless triggered by an attack during the dash. Will throw the opponent over Hakumen's head and slam them on a successful counter, allowing for a combo. Useful for catching bursts since it can cancel off of anything except supers. Since the move can be punishable if not triggered, it can be a good idea to use an assist at the same as Yanagi to make up for the recovery, but do be careful using this since your partner can get hit. It is fairly hard to punish if the opponent isn't expecting it due its unique animation (it doesn't look like a DP or Yukikaze) and short recovery, so it can be fairly safe if used sparingly, especially if the opponent doesn't know the matchup (or you're playing online).

EX Tsubaki

j.214C

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  • Can cut projectiles
  • Hits overhead
  • Frame advantage is for hop version

Deals more a bit more damage and is much faster than regular Tsubaki which allows this version to be used as an instant over head when TK'd or hop dashed into. Grants a knockdown on hit that can be OTG'd which can be useful by itself but it also allows Hakumen to extend his air combos.


Partner Skills

5P

Gurren

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  • Wallbounces on hit

Travels rather far across the screen and wallbounces unlike normal Gurren. Since it travels far it can be a decent neutral tool though it comes with the risk of Hakumen getting hit. Its wallbounce property makes it easy for your partner to confirm off of, whether it be as a stray hit or as a combo extender. In some cases, the wallbounce gives enough time for you to active switch back into Hakumen mid-combo.

6P

Shippu

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  • Sword can cut projectiles

An assist version of one of Hakumen's distortion skills. At far range, it may seem like just a fast moving ground projectile with a huge windup. But up close, this is the highest damage assist in the game if the sword connects to the opponent. On hit, the attack launches your opponent up and away and Causes a knockdown. If you can handle the long startup, this is a very useful assist to add high damage to your partner's combos. Keep in mind that the long startup can make it risky to use out in the open.

4P

Enma

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  • Launches on hit

A rather basic 4P assist for the most part. Useful for punishing bursts on reaction and extending combos. Keep in mind that while it lacks horizontal range, the attack hits higher than it looks. If the opponent is hit at the top of its hitbox, you have enough time to active switch back into Hakumen mid-combo.


Distortion Skills

Shippu

236B+C

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Normal
Enhanced
Wave

  • Can cut projectiles
  • Can be charged for additional damage

Hakumen can charge this super for additional damage, but he is left vulnerable as he does so. The sword hitbox deals more damage than the projectile. Projectile damage does not scale from charging. It is actually possible to land a full charge in a combo if an assist is used to cover for the charge time. A full charge will deal massive damage, though doing this reliably will depend on your partner having the right assist to cover for it.

Normal version's full charge minimum damage is nearly 4k, so if you can tack it onto the end of a combo, it's probably worth it! Because the minimum damage is so high, this is great for combos with poor starters like throws, as it'll still do incredible damage even fully scaled.

Yukikaze

214B+C

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Catch
Attack

  • 1-27f counters
  • Triggers on strikes, throws and projectiles
  • Counter can't be blocked but can be jumped out, use invincibility frames, etc
  • Unblockable

Hakumen's counter super from the mainline games. Unlike in all previous BB games, in BBTAG this move can also counter throws. Useful for countering raw supers and predicable gaps in your opponents' offense. While Yukikaze can stop most distortion skills, it cannot counter ones with invincibility frames (ex. Azrael's 236B+C, Hyde's 214B+C). Yukikaze can be used along with an assist call to counter an incoming character after a KO. However, if the opponent activates Resonance Blaze on time or uses their reversal, Hakumen will simply phase through them and become helpless to pressure. If the attack whiffs, Hakumen is completely invulnerable until he can block, but he will be extremely minus. This counter should be avoided if used carelessly since it has lots of recovery if not activated. Keep in mind that while the strike is unblockable, the opponent can manage to jump or reversal out in a few cases, meaning that Yukikaze may not always be the best answer. Does less damage on catching a projectile since the opponent isn't in Counter Hit state (unless they're mashing).

Tengai

j.236B+C

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An aerial distortion skill mainly used at the end of basic jumping combos. During resonance, it's possible to land an aerial reversal action and cancel into Tengai.


Distortion Skill Duo

Yukikaze

P during Partner's Distortion Skill

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  • Can be blocked unlike its normal version

The normal version of this Distortion Skill Duo is a single normal hit, so it's fairly good for comboing or pressuring after certain specific supers (such as Vatista's 236BC), if you're willing to spend 4 bars on it. The cross combo version is a hitgrab, so it isn't nearly as good at this specific application.


Astral Heat

Akumetsu

222B+C

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  • Important points go here

Just like mainline BB, Hakumen's astral is a counter. However, if you cancel into the astral, it will become a strike attack and activate as if the counter triggered, giving you the win regardless. The strike attack has a very large range, but it isn't full screen. It will whiff on targets near the maximum range of Hakumen's 5B, and it will also whiff on targets that are completely knocked down (even if they're still in hitstun). The counter version includes throws and unblockables, which you can bet a lot of players won't see coming. Strangely, the counter does *not* trigger on projectiles. Instead, it eats the projectiles without triggering, likely leaving you vulnerable to a hard punish.



External References

Navigation

To edit frame data, edit values in BBTag/Hakumen/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.