BBCF/Hakumen: Difference between revisions

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* Poor mobility
* Poor mobility
* No strike/projectile invincibility on backdash; must block in a lot of situations where backdashing would be preferred.
* Tall Hurtbox; cannot crouch under most characters' best pressure normals.
* Highly meter dependent and therefore resource management is necessary
* Highly meter dependent and therefore resource management is necessary
* Requires extensive combo knowledge to best utilise available resources.
* Requires extensive combo knowledge to best utilise available resources.
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* Heavily OD reliant
* Heavily OD reliant
* Needs to take risks to get optimal OD confirms to win
* Needs to take risks to get optimal OD confirms to win
* No strike/projectile invincibility on backdash.
* Counters no longer stop projectile oki
* Counters no longer stop projectile oki
* Counters have a lot of recovery and leave him vulnerable.
* Counters have a lot of recovery and leave him vulnerable.
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Hakumen advances forward with a Zanshin seal that autoguards attacks and chokeslam the opponent. After guarding an attack, Hakumen can special-cancel the recovery.
Hakumen advances forward with a Zanshin seal that autoguards attacks and chokeslam the opponent. After guarding an attack, Hakumen can special-cancel the recovery.


Yanagi can also be a decent evasive tool. Use Yanagi to escape the corner on opponents trying to shark right over you (e.g. Izanami, Ragna, Jin, Makoto) if you think 2C will whiff.  
Yanagi can also be a decent evasive tool. Use Yanagi to escape opponents trying to shark right above you (e.g. Izanami, Ragna, Jin, Makoto) if you think 2C will whiff.  
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Revision as of 10:50, 20 February 2018

Hakumen
BBCF Hakumen Portrait.png
Health: 12,000

Combo Rate: 60% (Normal) / 30% (Mugen)
Prejump:
Backdash Time 15 / Invul: 1-5f Throw Invulnerability


Movement Options
1 Double Jump/Airdash, Hop-Dash, Command Dash
Play-style
Defensive, Footsies, Punishing
  

Overview

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.

On the gameplay side, Hakumen boasts a unique trait among the cast. Hakumen requires "magatama" to use his special moves and as such, meter management is an important aspect to learn. One magatama is equal to one 1/8 of the entire heat meter, but to make this easier for the player to identify, his heat meter is displayed using 8 Magmata stocks and the bar underneath shows the progress towards generating the next one. The magatama can still be used as normal for universal mechanics such as rapid cancels in the normal way, with 4 magatama equalling 50% of a normal heat gauge and 2 equalling 25%. Unique to Hakumen is that his heat gauge will steadily increase at all times, rather than just at critical health (For Hakumen, this simply increases the gain further), furthermore, Hakumen starts each round with one Magamata already available.

While it might seem rather limiting to need to spend heat to perform any special move, Hakumen is also 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. He also boasts having some of the best normal moves in the game, with his sword moves covering nearly the entire match start range of the screen. Hakumen also boasts 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, so his playstyle rewards careful patient play.

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 a blockable, invincible 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 sides of Hakumen, allowing him to catch any cross-ups. 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 magmata, 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. If combined with his Mugen distortion drive, his heat loss is frozen for the duration of the overdrive.

Strengths/Weaknesses

Strengths Weaknesses
  • Above average health
  • Passively gains meter through rounds
  • Long ranged normals that make for excellent spacing tools
  • Extremely high damage with OD and meter
  • Specials can be cancelled into each other
  • Can reset pressure in many places because of how his normals chain
  • Counters can stop non-projectile oki
  • Backdash is throw invincible
  • Poor mobility
  • No strike/projectile invincibility on backdash; must block in a lot of situations where backdashing would be preferred.
  • Tall Hurtbox; cannot crouch under most characters' best pressure normals.
  • Highly meter dependent and therefore resource management is necessary
  • Requires extensive combo knowledge to best utilise available resources.
  • Can't open opponents up as easily due to limited pressure
  • Heavily OD reliant
  • Needs to take risks to get optimal OD confirms to win
  • Counters no longer stop projectile oki
  • Counters have a lot of recovery and leave him vulnerable.


Normal Moves

5A
5A
BBCS Hakumen 5A.png
King of anti-airs
300 Mid 5 3 6 - B -
5B
5B
BBCS Hakumen 5B.png
Good tool for pressure and mixup due to its frame advantage
730 Mid 10 2 15 - B -
5C
5C
BBCS Hakumen 5C.png
King of damage
1100 Mid 14 2 20 - B -
2A
2A
BBCS Hakumen 2A.png
Quite the range for a 2A
300 All 7 3 9 - F -
2B
2B
BBCS Hakumen 2B.png
Poke their feet
650 Low 8 6 15 - F -
2C
2C
BBCS Hakumen 2C.png
Don't whiff
1050 Mid 13 3 33 - B -
6A
6A
BBCS Hakumen 6A.png
Advancing position
720 Mid 12 4 14 - B -
6B
6B
BBCS Hakumen 6B.png
Overhead
590*2 H, HL 18 2, 6 20 - B -
6C
6C
BBCS Hakumen 6C.png
FATAL!
1500 Mid 20 3 25 - B - 1700 Mid 25 3 25 - B - 2000 U 60 3 25 - B -
3C
3C
BBCS Hakumen 3C.png
Pain lies ahead
1200 Low 8 3 28 - F -
4C
4C
BBCS Hakumen 4C.png
Literal poke
900 Mid 10 1 24 - B -
j.A
j.A
BBCS Hakumen jA.png
Jab your way to the ground
300 High/Air 7 3 9 - H -
j.2A
j.2A
BBCS Hakumen j2A.png
Sword wall
700 High/Air 11 12 12 - H -
j.B
j.B
BBCS Hakumen jB.png
Kick your way to the ground
650 High/Air 9 3 20 - H -
j.C
j.C
BBCS Hakumen jC.png
Air combo ender
1000 All 12 8 26 - H -
j.2C
j.2C
BBCS Hakumen j2C.png
No one challenges this
1200 High/Air 16 4 30 - H -


Drive Moves

5D
5D
BBCS Hakumen 5D.png
Standing counter
6 14 20 - - 6 24 20 - - 6 34 20 - - 0, 1000 All 6 10 10 - BT -
2D
2D
BBCS Hakumen 2D.png
Crouching counter
1 8 30 - - 0, 1000 All 6 10 15 - FT -
6D
6D
BBCS Hakumen 6D.png
Best counter
1 9 25 - - 0, 1000 All 6 10 10 - BT -
j.D
j.D
BBCS Hakumen jD.png
Air counter
1 10 until landing+17 - - 0, 1000 All 4 10 6 - HT -


Universal Mechanics

Forward Throw
Forward Throw
B+C
BBCS Hakumen FThrow.png
Crumple
0, 1500 Throw (90) 7 3 23 - T -
Back Throw
Back Throw
4B+C
BBCS Hakumen BThrow.png
Sick kicks
0, 750*2 Throw (90) 7 3 23 - T -
Air Throw
Air Throw
j.B+C
BBCS Hakumen AThrow.png
To the ground with you!
200, 1300 Throw (100) 7 3 23+3Landing - T -
Counter Assault
Counter Assault
6A+B (when blocking)
BBCS Hakumen 6A.png
Costly, but effective
0 All 13 15 18 - B -
Crush Trigger
Crush Trigger
5A+B
BBCP Hakumen CT.png
Plus on block
1000 Barrier 20, 30~61 2 24 - B -


Specials

Fuumajin
Fuumajin
BBCP Hakumen Fuumajin.png
Cut projectile, get Void
900 All 1 92 - P3* -
Guren
Guren
214A
BBCS Hakumen gurren.png
Pressure reset
950 All 14 3 15 - B -
Kishuu
Kishuu
623A
BBCS Hakumen kishuu.png
Wavedash
18T - -
Enma
Enma
A (after kishuu)
BBCS Hakumen enma.png
Certainly not an EWGF
1060 Mid 6 7 16 - B -
Renka
Renka
236B Combo filler
1000*2 L, HL 9 3(12)3 21 - F, B -
Zantetsu
Zantetsu
41236C
BBCS Hakumen zantetsu.png
5C > 41236C = Damage
2100, 800 HA, LA 21 3(14)3 20, 18 - B, F -
Hotaru
Hotaru
j.214B
BBCS Hakumen hotaru.png
Aerial Houtenjin
1500 Mid 11 3 35 - H -
Tsubaki
Tsubaki
j.214C
BBCS Hakumen tsubaki.png
The scariest thing
2500 All 15 3 22 - H -
Agito
Agito
j.214A
BBCP Hakumen Agito.png
The other air ender
950 All 12 16 Total 35 - P1* -
Yanagi
Yanagi
214D
BBCF Hakumen Yanagi.png
Say "nope" to zoning!
0, 2500 All 30 3 18 - T -


Distortion Drives

Kokūjin: Shippu
Kokūjin: Shippu
632146C
BBCS Hakumen shippu.png
Big damage
3500/4000 (OD) All 14+7 4 41 - B - 5000 Unblockable 14+86 4 41 - B - 2500 All 14+11 - P3* - 3000 All 3+11 - P3* -
Kokūjin: Yukikaze
Kokūjin: Yukikaze
236236D
BBCS Hakumen yukikaze.png
Super counter
1 27 17 - - 3200 Unblockable 1+33 12 39 - B - 1800, 150*18, 2100 Unblockable 1+33 12 39 - B -
Kokūjin Oūgi: Mugen
Kokūjin Oūgi: Mugen
214214B
BBCS Hakumen mugen.png
Magatama install!
16+(90)+30 - -


Exceed Accel

Tengai
ABCD during Overdrive MISOGI
600, 1000, 1500 All Fast:10 Slow:20 3 34 - B - 600, 1000, 4500 All Fast:10 Slow:20 3 34 - B -


Astral Heat

Kokūjin Oūgi: Akumetsu
[2]8D
BBCS Hakumen akumetsu.png
I dare you press a button
DESTROY Unblockable 1+0 20 1+37 - HBFT -


External References