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'''<big>5A</big>''' | '''<big>5A</big>''' | ||
[[File:haku5A.png|thumb|175px|Quick and safe 5-frame jab that serves as a good poke and anti-air.]] | [[File:haku5A.png|thumb|175px|Quick and safe 5-frame jab that serves as a good poke and anti-air.]] | ||
{{AttackData-BB|400|85|84 | {{AttackData-BB|400|?|85|84|5|3|6|+3|18|hakumen/5A}} | ||
*Standing hit has hitstun of 14F | *Standing hit has hitstun of 14F | ||
*9F~ can cancel into followup normal (5B) | *9F~ can cancel into followup normal (5B) | ||
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'''<big>5B</big>''' | '''<big>5B</big>''' | ||
[[File:haku5B.png|thumb|175px|One of Hakumen's best pokes and ideal to end blockstrings with.]] | [[File:haku5B.png|thumb|175px|One of Hakumen's best pokes and ideal to end blockstrings with.]] | ||
{{AttackData-BB|590|90|89 | {{AttackData-BB|590|73|90|89|10|2|15|±0|17|hakumen/5B}} | ||
*21F~ can cancel into followup normal (5A) | *21F~ can cancel into followup normal (5A) | ||
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'''<big>5C</big>''' | '''<big>5C</big>''' | ||
[[File:haku5C.png|thumb|175px|This move will make anyone sorry they got hit by it.]] | [[File:haku5C.png|thumb|175px|This move will make anyone sorry they got hit by it.]] | ||
{{AttackData-BB|1110|100|92 | {{AttackData-BB|1110|137|100|92|14|2|20|-3|19|hakumen/5C}} | ||
*13F-15F can cut projectiles | *13F-15F can cut projectiles | ||
*Air hit prevents quick tech | *Air hit prevents quick tech | ||
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'''<big>2A</big>''' | '''<big>2A</big>''' | ||
[[File:haku2A.png|thumb|175px|Amazing reach for a 2A.]] | [[File:haku2A.png|thumb|175px|Amazing reach for a 2A.]] | ||
{{AttackData-BB|350|85|84 | {{AttackData-BB|350|?|85|84|7|3|8|+1|14|hakumen/2A}} | ||
*13F~ can cancel into followup normals (5A, 2A, 5B, 2B) | *13F~ can cancel into followup normals (5A, 2A, 5B, 2B) | ||
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'''<big>2B</big>''' | '''<big>2B</big>''' | ||
[[File:haku2B.png|thumb|175px|Ground approaches, beware.]] | [[File:haku2B.png|thumb|175px|Ground approaches, beware.]] | ||
{{AttackData-BB|450|80|86 | {{AttackData-BB|450|55|80|86|8|2|10|+2|16|hakumen/2B}} | ||
*Standing hit has hitstun of 14F | *Standing hit has hitstun of 14F | ||
*16F~ can cancel into followup normals (5A, 2A) | *16F~ can cancel into followup normals (5A, 2A) | ||
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'''<big>2C</big>''' | '''<big>2C</big>''' | ||
[[File:haku2C.png|thumb|175px|Covers a lot of space but is extremely unsafe on whiff.]] | [[File:haku2C.png|thumb|175px|Covers a lot of space but is extremely unsafe on whiff.]] | ||
{{AttackData-BB|1050|90|92 | {{AttackData-BB|1050|?|90|92|13|3|33|-17|19|hakumen/2C}} | ||
*10-18F can cut projectiles | *10-18F can cut projectiles | ||
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'''<big>6A</big>''' | '''<big>6A</big>''' | ||
[[File:haku6A.png|thumb|175px|Now has its' head invincibility again, making it a great AA.]] | [[File:haku6A.png|thumb|175px|Now has its' head invincibility again, making it a great AA.]] | ||
{{AttackData-BB|620|85|89* | {{AttackData-BB|620|77|85|89*|16|3|18|±0|27|hakumen/6A}} | ||
{| | {| | ||
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'''<big>6B</big>''' | '''<big>6B</big>''' | ||
[[File:haku6B.png|thumb|175px|Safe overhead useful to discourage holding down-back.]] | [[File:haku6B.png|thumb|175px|Safe overhead useful to discourage holding down-back.]] | ||
{{AttackData-BB|590x2|50|90(once) | {{AttackData-BB|590x2|73x2|50|90(once)|18|2, 3|23|-4|30|hakumen/6B}} | ||
{| | {| | ||
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! ''Lv. 1 (normal)'' | ! ''Lv. 1 (normal)'' | ||
|- | |- | ||
| {{AttackData-BB|1300|100|92* | | {{AttackData-BB|1300|161|100|92*|20|3|25|-6|44|hakumen/6C}} | ||
{| | {| | ||
| | | | ||
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! ''Lv. 2 (charge)'' | ! ''Lv. 2 (charge)'' | ||
|- | |- | ||
| {{AttackData-BB|1600|100|92* | | {{AttackData-BB|1600|198|100|92*|16+8|3|25|-6|44|hakumen/6C}} | ||
{| | {| | ||
| | | | ||
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! ''Lv. 3 (full charge)'' | ! ''Lv. 3 (full charge)'' | ||
|- | |- | ||
|{{AttackData-BB|2000|100|92* | |{{AttackData-BB|2000|248|100|92*|50|3|25|-9|70|hakumen/6C}} | ||
{| | {| | ||
| | | | ||
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'''<big>3C</big>''' | '''<big>3C</big>''' | ||
[[File:haku3C.png|thumb|175px|Fast low that hits far and is great on CH.]] | [[File:haku3C.png|thumb|175px|Fast low that hits far and is great on CH.]] | ||
{{AttackData-BB|1200|90|88 | {{AttackData-BB|1200|149|90|88|9|3|25|-4|36|hakumen/3C}} | ||
{| | {| | ||
| | | | ||
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! ''Lv. 1 (normal)'' | ! ''Lv. 1 (normal)'' | ||
|- | |- | ||
| {{AttackData-BB|700|80|89 | | {{AttackData-BB|700|86|80|89|15|1|26|-10|17|hakumen/4C}} | ||
*11-15F can cut projectiles (at 13F guard point on sword becomes longer) | *11-15F can cut projectiles (at 13F guard point on sword becomes longer) | ||
*Hitstop 8F | *Hitstop 8F | ||
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! ''Lv. 2 (full charge)'' | ! ''Lv. 2 (full charge)'' | ||
|- | |- | ||
| {{AttackData-BB|1600|80|89 | | {{AttackData-BB|1600|198|80|89|?|1|26|?|?|hakumen/4C}} | ||
*Air hit causes wall bounce; adds ?F of untech time | *Air hit causes wall bounce; adds ?F of untech time | ||
*Lunges forward during move | *Lunges forward during move | ||
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'''<big>j.A</big>''' | '''<big>j.A</big>''' | ||
[[File:hakujA.png|thumb|175px|Good, short air-to-air poke.]] | [[File:hakujA.png|thumb|175px|Good, short air-to-air poke.]] | ||
{{AttackData-BB|380|90|84 | {{AttackData-BB|380|39|90|84|7|3|9|-|18|hakumen/j.A_1}} | ||
*13F~ can cancel into followup normals (j.A, j.B) | *13F~ can cancel into followup normals (j.A, j.B) | ||
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'''<big>j.B</big>''' | '''<big>j.B</big>''' | ||
[[File:hakujB.png|thumb|175px|The buffed untechable time (especially on CH) makes this one of Haku's best moves. ]] | [[File:hakujB.png|thumb|175px|The buffed untechable time (especially on CH) makes this one of Haku's best moves. ]] | ||
{{AttackData-BB|590|90|89 | {{AttackData-BB|590|73|90|89|8|3|20|-|?|hakumen/j.B}} | ||
<br clear="all"/> | <br clear="all"/> | ||
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'''<big>j.C</big>''' | '''<big>j.C</big>''' | ||
[[File:hakujC.png|thumb|175px|Nearly unmatched horizontal reach makes this great for zoning opponents out.]] | [[File:hakujC.png|thumb|175px|Nearly unmatched horizontal reach makes this great for zoning opponents out.]] | ||
{{AttackData-BB|900|90|89 | {{AttackData-BB|900|111|90|89|12|2|32|-|33|hakumen/j.C}} | ||
{| | {| | ||
| | | | ||
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'''<big>j.2A</big>''' | '''<big>j.2A</big>''' | ||
[[File:hakuj2A.png|thumb|175px|j.2A Description]] | [[File:hakuj2A.png|thumb|175px|j.2A Description]] | ||
{{AttackData-BB|980|80|75 | {{AttackData-BB|980|121|80|75|11|2|15|-|40|hakumen/j.2A}} | ||
*5-18F can cut projectiles | *5-18F can cut projectiles | ||
*Self-float on hit/guard | *Self-float on hit/guard | ||
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----'''<big>j.2C</big>''' | ----'''<big>j.2C</big>''' | ||
[[File:hakuj2C.png|thumb|175px|j.2C Description]] | [[File:hakuj2C.png|thumb|175px|j.2C Description]] | ||
{{AttackData-BB|1000| | {{AttackData-BB|1000|124|90|92|16|4|30|-|19|hakumen/j.2C}} | ||
*14-19F can cut projectiles | *14-19F can cut projectiles | ||
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! ''(attack)'' | ! ''(attack)'' | ||
|- | |- | ||
| {{AttackData-BB|0, 1400|100|100, 50 | | {{AttackData-BB|0, 1400|(0, 322)*|100|100, 50|4|10|6|-|12, 42|hakumen/5D_2}} | ||
*Invincible during move | *Invincible during move | ||
*2nd hit cause knockdown | *2nd hit cause knockdown | ||
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! ''(attack)'' | ! ''(attack)'' | ||
|- | |- | ||
| {{AttackData-BB|0, 1100|100|100, 45 | | {{AttackData-BB|0, 1100|(0, 253)*|100|100, 45|7|10|15|-|12, 50|hakumen/2D_2}} | ||
*Invincible during move | *Invincible during move | ||
*2nd hit cause ground bounce | *2nd hit cause ground bounce | ||
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! ''(attack)'' | ! ''(attack)'' | ||
|- | |- | ||
| {{AttackData-BB|0, 1400|100|100, 45 | | {{AttackData-BB|0, 1400|(0, 322)*|100|100, 45|4|10|10|-|12, 83|hakumen/6D_2}} | ||
*Invincible during move | *Invincible during move | ||
*2nd hit cause spin of 81F | *2nd hit cause spin of 81F | ||
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! ''(attack)'' | ! ''(attack)'' | ||
|- | |- | ||
| {{AttackData-BB|0, 2000|100|100, 45 | | {{AttackData-BB|0, 2000|(0, ?)*|100|100, 45|4|10|6|-|12, 83|hakumen/j.D_2}} | ||
*Invincible during move | *Invincible during move | ||
*2nd hit cause float | *2nd hit cause float | ||
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'''<big>Forward Throw</big>''' | '''<big>Forward Throw</big>''' | ||
[[File:hakufrontthrow.png|thumb|175px|Forward Throw Description]] | [[File:hakufrontthrow.png|thumb|175px|Forward Throw Description]] | ||
{{AttackData-BB|0, 1600|90, 100|100, 55 | {{AttackData-BB|0, 1600|0, 198|90, 100|100, 55|7|3|21|-|12, 60|hakumen/groundThrow}} | ||
*2nd hit cause slide and wall bounce, which adds 60F of untech time | *2nd hit cause slide and wall bounce, which adds 60F of untech time | ||
*100% minimum damage | *100% minimum damage | ||
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'''<big>Back Throw</big>''' | '''<big>Back Throw</big>''' | ||
[[File:hakubackthrow.png|thumb|175px|Back Throw Description]] | [[File:hakubackthrow.png|thumb|175px|Back Throw Description]] | ||
{{AttackData-BB|0, 800x2|90, 100x2|100, 110, 50 | {{AttackData-BB|0, 800x2|0, 99x2|90, 100x2|100, 110, 50|7|3|21|-|12, 60x2|hakumen/groundThrow}} | ||
*2nd hit cause float | *2nd hit cause float | ||
*3rd hit cause wall bounce; adds 60F of untech time | *3rd hit cause wall bounce; adds 60F of untech time | ||
Line 360: | Line 360: | ||
'''<big>Air Throw</big>''' | '''<big>Air Throw</big>''' | ||
[[File:hakuairthrow.png|thumb|175px|Air Throw Description]] | [[File:hakuairthrow.png|thumb|175px|Air Throw Description]] | ||
{{AttackData-BB|0x2, 1500|100|100x2, 55 | {{AttackData-BB|0x2, 1500|0x2, 186|100|100x2, 55|7|3|15|-|12, 70x2|hakumen/airThrow}} | ||
{| | {| | ||
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Revision as of 21:54, 11 January 2012
Overview
Hakumen is one of the Six Heroes who wields the Nox Nyctores, Ookami. He is a playable character in Calamity Trigger and Continuum Shift.
Health: 12,000
Guard Primers: 5
Play-style: Footies, Situational (Meter-Dependent)
Movement Options: 1 Double Jump/Airdash, Hop-Dash, Command Dash
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 unblockable, 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.
Move List
- External Link: Complete Frame Data
Normal Moves
5A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Standing hit has hitstun of 14F
- 9F~ can cancel into followup normal (5B)
- Bend back on hit
5B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 21F~ can cancel into followup normal (5A)
5C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 13F-15F can cut projectiles
- Air hit prevents quick tech
2A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 13F~ can cancel into followup normals (5A, 2A, 5B, 2B)
2B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Standing hit has hitstun of 14F
- 16F~ can cancel into followup normals (5A, 2A)
- Opponent is bent back on hit
2C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 10-18F can cut projectiles
6A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
|
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6B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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6C
6C | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Lv. 1 (normal) | ||||||||||||||||||||
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Lv. 2 (charge) | ||||||||||||||||||||
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Lv. 3 (full charge) | ||||||||||||||||||||
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3C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
|
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4C
4C | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Lv. 1 (normal) | ||||||||||||||||||
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Lv. 2 (full charge) | ||||||||||||||||||
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j.A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 13F~ can cancel into followup normals (j.A, j.B)
j.B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
j.C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
|
|
j.2A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 5-18F can cut projectiles
- Self-float on hit/guard
j.2C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 14-19F can cut projectiles
Counter Assault
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 1-20F invincible
- Has blow-away effect
- Cooldown 180F
Drive Moves
5D
5D | ||||||||||||||||||
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(catch) | ||||||||||||||||||
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(attack) | ||||||||||||||||||
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2D
2D | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(catch) | ||||||||||||||||||
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(attack) | ||||||||||||||||||
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6D
6D | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(catch) | ||||||||||||||||||
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(attack) | ||||||||||||||||||
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j.D
j.D | ||||||||||||||||||
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(catch) | ||||||||||||||||||
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(attack) | ||||||||||||||||||
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Throws
Forward Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 2nd hit cause slide and wall bounce, which adds 60F of untech time
- 100% minimum damage
Back Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 2nd hit cause float
- 3rd hit cause wall bounce; adds 60F of untech time
- 100% minimum damage
Air Throw
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
|
|
Special Moves
Gurren (214A)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
|
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Kishuu (623A)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
|
|
Enma (A during Kishuu)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
|
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Renka (236B)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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Zantetsu (41236C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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Hotaru (j.214B)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
|
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Tsubaki (j.214C)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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Distortion Drives
Shippu (632146C)
Shippu | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(sword) | ||||||||||||||||||||
| ||||||||||||||||||||
(wave) | ||||||||||||||||||||
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Yukikaze (236236D)
Yukikaze | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
(catch) | ||||||||||||||||||||
| ||||||||||||||||||||
(attack) | ||||||||||||||||||||
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Mugen (214214B)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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Astral Heat
Akumetsu ([2]8D)
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- Catches everything except projectiles
- Attack starts after 229F
- Heat Gauge Cooldown 180F
Strategy
Offense
Defense
Combos
Combo Notation Guide: |
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Midscreen
Corner
Revolver Action Table
A | B | C | D | Cancels | |
---|---|---|---|---|---|
5A | 6A | 5B*, 6B | - | Yes | Special, Jump, Throw |
5B | 5A*, 2A* | 6B | - | Yes | Special, Jump |
5C | - | - | - | - | Special |
2A | 5A*, 2A* | 5B*, 2B* | - | Yes | Special, Throw |
2B | 5A*, 2A* | - | - | Yes | Special |
2C | - | - | - | - | Special, Jump |
6A | - | 6B | - | Yes | - |
6B | - | - | - | Yes | - |
6C | - | - | - | - | Super |
3C | - | - | - | - | - |
4C | - | - | - | - | Special |
A | B | C | D | Cancels | |
---|---|---|---|---|---|
j.A | j.A* | j.B* | - | - | Special, Jump |
j.B | j.2A* | - | - | - | Special, Jump |
j.C | - | - | - | - | Special |
j.2C | - | - | - | - | Special |
- *Delayed cancel; see move notes for exact timing.
- Red = On Hit only
- Green = Available on whiff
- Blue = Only once per string
- Special = Specials and Supers
- Super = Supers only