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*9F~ can cancel into followup normal (5B) | *9F~ can cancel into followup normal (5B) | ||
*Bend back on hit | *Bend back on hit | ||
<br> | |||
Standard standing jab. It whiffs on crouching opponents, so beware using it too much or being too predictable with it. Due to the 5-frame start-up and its' safety, it's a useful anti-air. | |||
It can be delayed-cancelled into 5B and gatlings into 6A, 6B, and any D move. | |||
<br clear="all"/> | <br clear="all"/> | ||
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{{AttackData-BB|590|73|90|89|10|2|15|±0|hakumen/5B}} | {{AttackData-BB|590|73|90|89|10|2|15|±0|hakumen/5B}} | ||
*21F~ can cancel into followup normal (5A) | *21F~ can cancel into followup normal (5A) | ||
<br> | |||
One of Hakumen's best normals for its' amazing range, usefulness as a starting move, and it being safe on block. With proper spacing, it can beat out a lot of approaches. | |||
It can be delayed-cancelled into 5A and 2A. It gatlings into 6B and any D move. | |||
<br clear="all"/> | <br clear="all"/> |
Revision as of 05:21, 1 March 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
- See also: Hakumen Full 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
Standard standing jab. It whiffs on crouching opponents, so beware using it too much or being too predictable with it. Due to the 5-frame start-up and its' safety, it's a useful anti-air.
It can be delayed-cancelled into 5B and gatlings into 6A, 6B, and any D move.
5B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 21F~ can cancel into followup normal (5A)
One of Hakumen's best normals for its' amazing range, usefulness as a starting move, and it being safe on block. With proper spacing, it can beat out a lot of approaches.
It can be delayed-cancelled into 5A and 2A. It gatlings into 6B and any D move.
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 | ||||||||||||||||||||
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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 | ||||||||||||||||||
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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 |
---|---|---|---|---|---|---|---|---|
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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 | ||||||||||||||||||
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(catch) | ||||||||||||||||||
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(attack) | ||||||||||||||||||
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6D
6D | ||||||||||||||||||
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(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 |
---|---|---|---|---|---|---|---|---|
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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 |
---|---|---|---|---|---|---|---|---|
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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 | ||||||||||||||||||||
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(sword) | ||||||||||||||||||||
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(wave) | ||||||||||||||||||||
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Yukikaze (236236D)
Yukikaze | ||||||||||||||||||||
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(catch) | ||||||||||||||||||||
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(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
Zanshin
- (0) 5D > 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [2385/2.2]
- (0) 2D > 2C > SJ.B > J.2A > AD J.B > J.2A > J.C [2085/2.2]
- <toggledisplay> You need to delay the 2C for as long as possible so that the following SJ.B will hit and won't hit your opponent too high up.</toggledisplay>
- (0) 6D > J.2C > 2C > SJ.B > J.2A > AD J.2A > J.C [2514/2.2]
- <toggledisplay> This combo is most stable if you take a step forward then jump (you should jump before your opponent stops spinning around and starts falling) and do J.2C. You can also do a SJ.2C without the step forward, just be aware that depending on the opponent, you will cross them up midcombo.</toggledisplay>
Corner
Zanshin
- <toggledisplay> All these combos are for the situation where a successful Zanshin puts your opponent in the corner. That means you are in the corner for 5D and 2D (position reversal counters) and you are not in the corner for 6D (non-position reversal counter). You need to delay the J.2C as late as possible in all of these combos in order for them to work. You can also change SJ.2A > J.2A > AD J.2A to J.2A > AD J.2A for a simpler combo. </toggledisplay>
- (0) 5D > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [2834/3.0]
- (0) 2D > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [2534/3.0]
- <toggledisplay> Just like the midscreen version, you need to delay the initial 2C as long as possible in order to get the full combo off.
- (0) 6D > HOP 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 5C > 3C [2834/3.0]