User:Beret

1,208 editsJoined 15 February 2021
Revision as of 19:29, 26 February 2021 by Beret (talk | contribs) (→‎5A)

Normal Moves

5A

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  • Must be barriered when in the air

Standard standing jab and one of the rare 5f normals. It is, however, terrible in pressure as it whiffs on everyone crouching except Haku and Tager. 2A > 5A also works in pressure on Relius and Kagura. Thanks to its low start-up and recovery, it acts as a fairly useful anti-air at close range.

5B

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  • 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 either due to its poor hitbox and fairly high recovery. Thanks 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

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  • 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-risk high-reward anti-air if spaced correctly.

2A

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One of the furthest-reaching 2A of the cast and amazing in neutral. In pressure, it can be linked into itself (gapless), 2B (can be DP'ed on IB), 6A (frame trap) or any special. Additionally, while 2A > 6B isn't a gatling it but can be used as a mix-up option. Beware, that 2A > 6B/2B may whiff if done from too far.

2B

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  • 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 great range and quick start-up, this is one of Hakumen's best moves for footsies. Being a 8-frame low, it enables 50/50 mix-up when combined with 6B. In pressure, it can be followed up with 623A > Throw or 214A (can be DP'ed on IB).

2C

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

Despite its high vertical reach, 2C is a below average anti-air as it is slow and very punishable on whiff. If blocked, it can be cancelled into 214A or 623A to make it safe. Should only be used if it is certain it will hit or be blocked.

Comboing after it can be fairly tricky as well. 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

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

6B

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  • 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

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No Charge

Beret/Data

Partial Charge

Beret/Data

Full Charge

Beret/Data

The No Charge version has these unique properties:

  • Staggers on ground counter hit.
  • Slides on air counter hit.


The Partial Charged version has these unique properties:

  • Slides on normal and counter hit.


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.


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


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 often better to use. Regardless, 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 (by using overdrive to make the second hit of her super whiff).

3C

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  • 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 that end with 3C in pressure.

4C

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  • 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

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  • 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, combos into J.C and Falling J.B > 5C.

j.2A

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  • 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. Primarily used against zoners to approach. The strategy is to 9jc > Barrier > Delay J.2A. It cuts projectiles in neutral and keeps a jump/airdash option available afterward to adapt to the situation.

j.B

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  • 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 for jump ins and for crossing the opponent up. 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 option is also useful to get out of the corner.

j.C

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

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. On a air hit CH and near the corner, it is possible to combo with J.C CH > IAD J.C > J.214B or J.C CH > IAD > 5C if close enough to the ground.

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 for close to the ground air-to-air confrontations.

j.2C

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  • Projectile guard point 14F-19F


Decent air to ground tool, it has a bigger hitbox than J.B but is slower and it's harder to combo after it. A very common mistake is to overuse IAD J.2C in neutral. J.2C is very slow and as such fairly easy to anti-air. 7/9jc > Barrier > Close to the ground J.2C can be very strong as it exploit J.2C great hitbox while making hard to punish. In the corner 6B > J.A(whiff) > Falling J.2C acts as a safejump. J.2C is also used after J.214A air combo enders to prevent delay techs, rolls or to even meaty with certain setups.