HakumenHakumen



Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Advantage Counter Hit Untechable Notes

Normals

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
5ASJR350438584HL1HB536+3918
  • standing hit has hitstun of 14F
  • 9F~ can cancel into followup normals (5B)
  • bend back on hit
5BSJR590739089HL3HB1021501517
  • 21F~ can cancel into followup normals (5A)
5CSR111013710092HL4HBF14220-32719
  • 13-15F can cut projectile
  • air hit prevents quick tech
2ACSR300378584all1F738+11214
  • 13F~ can cancel into followup normals (5A, 2A, 5B, 2B)
2BSR450558086L2F8210+21316
  • standing hit has hitstun of 14F
  • 16F~ can cancel into followup normals (5A, 2A)
  • bend back on hit
2CS(J)R9501179092HL4HB13333-173219
  • 10-18F can cut projectile
6AR620778589HL3HB16318+32727
  • ground hit has stagger for 32F
  • guard has 20F guard recovery
  • opponents hitstop 16F when blocking
6BR590x273x25090(once)H4HF182, 323-43530
  • 1-22F low invun
  • first hit bounce on air hit
  • second hit bounce
  • second hit break 1 primer
  • ground guard has 21F guard recovery
  • hitstop of 8F
6CDR130016110092*HL4HB20325-64144
  • 18-22F can cut projectile
  • standing hit has hit stun of 32F
  • break 1 primer
  • when guarded hakumen has hitstop of 14F/opponent has 17F
  • 10% repeat proration
  • air hit cause slide
  • bend back on hit
6C (charge)DR160019810092*HL4HB16+8325-619 after active44
  • after release
  • 6-10F can cut projectile
  • standing hit stun of 32F
  • break 1 primer
  • when guarded hakumen has histop of 14F/opponent has 17F
  • 10% repeat proration
  • air hit cause slide
  • 43F is max charge.
  • bend back on hit
6C (full charge)DR200024810092*HL4HB50325-97170
  • 48-52F can cut projectile
  • standing hit has stagger of 60F
  • fatal possible
  • break 1 primer
  • air hit has slide
  • 10% repeat proration
4CSR700868089HL3HB15126-10entire move17
  • 11-15F can cut projectile (at 13F guard point on sword becomes longer)
  • hitstop 8F
3CR12001499088L4F9325-42436
  • 8-15F can cut projectile
  • downs on hit
  • cannot quick tech on ground hit
  • opponents hitstop 19F when blocking
j.ACSJR320399084HA1H739-1218
  • 13F~ can cancel into followup normals (j.A, j.B)
j.BSJR590739089HA3H8320-2317
j.CSR9001119089HA3H12232-3533
  • 10-19F can cut projectile
  • has blow-away effect
  • hitstop 12F
  • 3F recovery after landing
j.2ASR9801218075HA4H11215-1840
  • 5-18F can cut projectile
  • self-float on hit/guard
j.2CSR10001249092HA4H16430-2519
  • 14-19F can cut projectile
Forward ThrowR0, 16000, 19890, 100100, 551200, 4ground throw7321-entire move12, 60
  • 2nd hit cause slide and wall bounce, wall bounce adds 60F of untechable
  • 100% minimum damage
Back ThrowRx20, 800x20, 99x290, 100x2100, 110, 501200, 2, 4ground throw7321-entire move12, 60x2
  • 2nd hit cause float
  • 3rd hit cause wall bounce
  • wall bounce adds 60F of untechable
  • 100% minimum damage
Air ThrowS, Rx20x2, 15000x2, 186100100x2, 551000, 1, 4air throw7315-entire move12, 70x2
  • 3rd hit cause knockdown
  • cannot quick tech
  • 100% minimum damage
  • hitstop 0
  • vertical range 60-280
Counter AssaultR005092all4HB11330-143419
  • 1-20F invincible
  • has blow-away effect
  • cooldown 180F



Drives

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Zanshin
  • Hakumen's meter is separated into 8 equal sections, called magatama. Each magatama is 1250 units.
  • Hakumen starts each round with 1 magatama
  • Hakumen automatically gains 3 units per frame under normal circumstances, and 4 units per frame when his health is less than 35%
  • When in cooldown, Hakumen's automatic heat gain is stopped.
5D (catch)--------51613-entire move-
  • 5-20F catch high/mid
  • hakumen hitstop 13F/opponent 17F on catch
  • attack starts after hitstop
2D (catch)--------1834-entire move-
  • 1-8F catch mid/low
  • hakumen hitstop 13F/opponent 17F on catch
  • attack starts after hitstop
6D (catch)--------1926-entire move-
  • 1-9F catch high/mid
  • hakumen hitstop 13F/opponent 17F on catch
  • attack starts after hitstop
j.D (catch)--------1712 after landing-entire move-
  • 1-7F catch high/mid
  • hakumen hitstop 13F/opponent 17F on catch
  • attack starts after hitstop
5D (attack)DR0, 1400(0, 322) *100100, 45-0, 4unblockable4106--12, 42
  • invincible during move
  • 2nd hit cause knockdown
  • cannot quick tech
  • 100% minimum damage
  • hitstop 0
  • adds 1 magatama
2D (attack)DR0, 1100(0, 253) *100100, 45-0, 4unblockable71015--12, 50
  • invincible during move
  • 2nd hit cause ground bounce
  • 100% minimum damage
  • hitstop 0
  • adds 1 magatama
6D (attack)DR0, 1400(0, 322) *100100, 45-0, 4unblockable41010--12, 83
  • invincible during move
  • 2nd hit cause spin of 81F
  • 100% minimum damage
  • hitstop 0
  • adds 1 magatama
j.D (attack)R0, 1600(0, 368) *100100, 45-0, 4unblockable4106--12, 83
  • invincible during move
  • 2nd hit cause float
  • 100% minimum damage
  • hitstop 0
  • adds 1 magatama
Barrier-800998589all3HBP-183---40
  • created when Hakumen cuts a projectile
  • causes float on hit
  • proj lv3
  • when Barrier touches projectile active frame gets extended by 183F
  • if Hakumen cuts another projectile with Barrier out, first Barrier disappears



Specials

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Gurren
214A
SR5606910089all4HB14315+12260
  • ground hit has hitstun of 27F
  • air hit has wall bounce
  • requires a magatama
  • bend back on hit
Renka
236B
SR830, 860103, 10690100, 65 *L, HL4F, HB93(15)315+13550, 34
  • 1st hit cause down state
  • cannot quick tech
  • 2nd hit cause slide and wall bounce
  • wall bounce adds 40F of untechable
  • first hit has bonus 120% proration
  • requires 2 magatamas
  • 10% repeat proration
  • CH continuation
  • cooldown 180F
Zantetsu
41236C
SR2430, 550301, 689080, 94HA, LA4HB, F213(14)318-24819, 30
  • 21-23F/ 38-40F can cut projectile
  • first hit air hit cause grounding
  • 2nd hit cause knockdown
  • cannot quick tech, breaks 1 primer
  • requires 3 magatamas
  • CH continuation
  • cooldown 180F
Kishuu
623A
----------17 total-14-
  • has above waist invincibility during move
  • 10-15F can cancel into follow-up
  • requires 1 magatama
Enma
⇒ A
SJR8601069075HL4HB9+6731-193742
  • 1-8F above waist invincibility
  • hit cause float
  • last 4F of active frame extends higher up
  • requires 1 magatama
Hotaru
j.214B
SJR15001869092*HL3H11223-2455
  • 1-14F invincible
  • hit cause float
  • near corner cause wall bounce, wall bounce adds 100F of untechable
  • 10% repeat proration
  • breaks 1 primer
  • fatal possible
  • hit/block resets 1 jump, can be used once per jump off ground
  • requires 2 magatamas
  • cooldown 180F
Tsubaki
j.214C
SR22002737090*HA4HB15322-2155
  • hit cause slide
  • breaks 1 primer
  • bonus 120% proration
  • hitstop 10F
  • requires 3 magatamas
  • cooldown 180F



Supers and Astral

Name Input Hitbox Cancel Damage Heat Gain P1 P2 Guard Level Attribute Startup Active Recovery Frame Adv. Counter Hit Untechable
Shippu (sword)
632146C
SR4000[5500](920[1265])10060all[Unblockable]4HBF3+22[3+93]450-3552[123]50
  • 1- 4F after super flash is invincible
  • hit cause float
  • breaks 2 primers
  • 20% damage guaranteed
  • hitstop 25F
  • cooldown 180F
  • startup 14F after button release when charge
  • 80F is max charge
  • requires 4 magatamas
  • values in [ ] is when Shippu is fully charged
Shippu (wave)SR2500(575)10080all0FP3+26----50
  • hit cause float
  • 20% minimum damage(500)
  • goes through projectiles
  • if sword hit/block then projectile active frame is removed
  • proj lv3
Yukikaze (catch)
236236D
--------12717-entire move-
  • 1- 27F after super flash catch all blockable moves
  • hakumen hitstop 4F/opponent 60F on catch
  • attack starts after hitstop
  • requires 4 magatamas
  • cooldown 180F
Yukikaze (attack)SR3800(874)10030Unblockable4HBF561539-12160
  • hit cause float
  • fatal possible
  • 20% minimum damage (760)
  • hitstop 30F
Mugen
214214B
----------26+23 total-entire move-
  • requires 8 magatama
  • 1-26F is invincible
  • dmg is 1.2x during Mugen (but value does not effect tech time calculation)
  • no primer breaking, Rapid Cancel, and Counter Assault during Mugen
  • character combo rate 30%
  • after using 9 magatama meter reduction speed 3x
  • Shippu does 100% garanteed dmg while Mugen is active
  • Mugen immediately ends Shippu or Yukikaze hit the opponent
  • max duration 1079F
  • auto heat gain stops for 600F after use
Akumetsu
[2]8D
-death0--Unblockable0HBF1+02016-entire move-
  • catches everything except projectiiles
  • 180F Heat Gauge Cooldown
  • attack starts after 229F



Ground Revolver Action Table

5A5B5C2A2B2C6A6B6C3CDThrowSpecial & SuperJump
5A-Yes*----YesYes--YesYesYesYes
5BYes*--Yes*---Yes--Yes-YesYes
5C------------Yes-
2AYes*Yes*-Yes*Yes*-Yes---YesYesYes-
2BYes*--Yes*------Yes-Yes-
2C------------YesOn Hit
6A-------Yes--Yes---
6B----------Yes---
6C------------Super-
3C--------------
4C------------Yes-

Air Revolver Action Table

j.Aj.Bj.Cj.2Cj.DThrowSpecial & SuperJump
j.AYes*Yes*----YesYes
j.B------YesYes
j.C------Yes-
j.2C------Yes-
  • * Is a delayed cancel. See move notes for exact timing.