BBCSE/Hakumen: Difference between revisions

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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.


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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.


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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

Quick and safe 5-frame jab that serves as a good poke and anti-air.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400
?
85
84
5
3
6
+3
Click!
  • 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

One of Hakumen's best pokes and ideal to end blockstrings with.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
590
73
90
89
10
2
15
±0
Click!
  • 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

This move will make anyone sorry they got hit by it.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1110
137
100
92
14
2
20
-3
Click!
  • 13F-15F can cut projectiles
  • Air hit prevents quick tech



2A

Amazing reach for a 2A.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
350
?
85
84
7
3
8
+1
Click!
  • 13F~ can cancel into followup normals (5A, 2A, 5B, 2B)



2B

Ground approaches, beware.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
450
55
80
86
8
2
10
+2
Click!
  • Standing hit has hitstun of 14F
  • 16F~ can cancel into followup normals (5A, 2A)
  • Opponent is bent back on hit



2C

Covers a lot of space but is extremely unsafe on whiff.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1050
?
90
92
13
3
33
-17
Click!
  • 10-18F can cut projectiles



6A

Now has its' head invincibility again, making it a great AA.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620
77
85
89*
16
3
18
±0
Click!
  • Has blow-away effect
  • Wall bounces on air hit in corner
  • Has 10% repeat proration
  • Has head invincibility from 6F-?F
  • Wall bounce adds ?F of untech time
  • Guard has guard recovery of 20F



6B

Safe overhead useful to discourage holding down-back.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
590x2
73x2
50
90(once)
18
2, 3
23
-4
Click!
  • 1-22F low invulnerable
  • First hit bounces on air hit
  • Second hit bounces
  • Second hit breaks 1 Guard Primer
  • Ground guard has 21F guard recovery
  • Hitstop of 8F



6C

Great on opponent's wake-up to catch rolls and break primers.
6C
Lv. 1 (normal)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1300
161
100
92*
20
3
25
-6
Click!
  • Breaks 1 Guard Primer
  • Causes slide on air hit
  • Opponent is bent back on hit
  • 18-22F can cut projectiles
  • Standing hit has hit-stun of 32F
  • When guarded, Hakumen has hitstop of 14F/opponent has 17F
  • Has 10% repeat proration
Lv. 2 (charge)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1600
198
100
92*
16+8
3
25
-6
Click!
  • Breaks 1 Guard Primer
  • Causes slide on air hit
  • Opponent is bent back on hit
  • 6-10F after release can cut projectiles
  • Standing hit has hit-stun of 32F
  • When guarded, Hakumen has hitstop of 14F/opponent has 17F
  • Has 10% repeat proration
  • Maximum charge is 43F
Lv. 3 (full charge)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2000
248
100
92*
50
3
25
-9
Click!
  • Breaks 1 Guard Primer
  • Causes slide on air hit
  • Opponent is bent back on hit
  • 48-52F can cut projectiles
  • Standing hit has stagger of 60F
  • Fatal possible
  • Has 10% repeat proration



3C

Fast low that hits far and is great on CH.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1200
149
90
88
9
3
25
-4
Click!
  • 8-15F can cut projectiles
  • Downs on hit
  • Cannot Quick Tech on ground hit
  • Opponent's hitstop 19F when blocking



4C

Longest reaching poke in the arsenal, but is EXTREMELY punishable on whiff.
4C
Lv. 1 (normal)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
700
86
80
89
15
1
26
-10
Click!
  • 11-15F can cut projectiles (at 13F guard point on sword becomes longer)
  • Hitstop 8F
Lv. 2 (full charge)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1600
198
80
89
?
1
26
?
Click!
  • Air hit causes wall bounce; adds ?F of untech time
  • Lunges forward during move
  • Causes stagger of ?F



j.A

Good, short air-to-air poke.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
380
39
90
84
7
3
9
-
Click!
  • 13F~ can cancel into followup normals (j.A, j.B)



j.B

The buffed untechable time (especially on CH) makes this one of Haku's best moves.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
590
73
90
89
8
3
20
-
Click!



j.C

Nearly unmatched horizontal reach makes this great for zoning opponents out.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
900
111
90
89
12
2
32
-
Click!
  • 10-19F can cut projectiles
  • Has blow-away effect
  • Hitstop 12F
  • Has a 3F recovery after landing



j.2A

Mainly used in combos, good for air-to-air battles.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
980
121
80
75
11
2
15
-
Click!
  • 5-18F can cut projectiles
  • Self-float on hit/guard



j.2C

When properly spaced as a jump-in, this is hard to beat out.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000
124
90
92
16
4
30
-
Click!
  • 14-19F can cut projectiles



Counter Assault

A quicker and invincible version of his 6A.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0
0
50
92
11
3
30
-14
Click!
  • 1-20F invincible
  • Has blow-away effect
  • Cooldown 180F




Drive Moves

5D

Has the most active frames of Hakumen's normal Drives.
5D
(catch)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
5
16
13
-
Click!
  • 5-20F catch High/Mid attacks
  • Hakumen's hitstop 13F/Opponent's 17F on catch
  • Attack starts after hitstop
(attack)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400
(0, 322)*
100
100, 50
4
10
6
-
Click!
  • Invincible during move
  • 2nd hit cause knockdown
  • Cannot quick tech
  • 100% minimum damage
  • Hitstop 0
  • Adds 1 magatama



2D

Only normal Drive that catches lows.
2D
(catch)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
1
8
34
-
Click!
  • 1-8F catch Mid/Low attacks
  • Hakumen's hitstop 13F/Opponent's 17F on catch
  • Attack starts after hitstop
(attack)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1100
(0, 253)*
100
100, 45
7
10
15
-
Click!
  • Invincible during move
  • 2nd hit cause ground bounce
  • 100% minimum damage
  • Hitstop 0
  • Adds 1 magatama



6D

Best Drive to use on reaction to overheads.
6D
(catch)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
1
9
26
-
Click!
  • 1-9F catch High/Mid attacks
  • Hakumen's hitstop 13F/Opponent's 17F on catch
  • Attack starts after hitstop
(attack)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400
(0, 322)*
100
100, 45
4
10
10
-
Click!
  • Invincible during move
  • 2nd hit cause spin of 81F
  • 100% minimum damage
  • Hitstop 0
  • Adds 1 magatama



j.D

Increased minimum damage from CS2 really helped this move.
j.D
(catch)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
1
7
12 after landing
-
Click!
  • 1-7F catch High attacks
  • Hakumen's hitstop 13F/Opponent's 17F on catch
  • Attack starts after hitstop
(attack)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 2000
(0, ?)*
100
100, 45
4
10
6
-
Click!
  • Invincible during move
  • 2nd hit cause float
  • 100% minimum damage
  • Hitstop 0
  • Adds 1 magatama




Throws

Forward Throw

Can be cancelled into specials again, giving it legitimate use midscreen now.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1600
0, 198
90, 100
100, 55
7
3
21
-
Click!
  • 2nd hit cause slide and wall bounce, which adds 60F of untech time
  • 100% minimum damage



Back Throw

File:Hakubackthrow.png
Get back in the corner!
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 800x2
0, 99x2
90, 100x2
100, 110, 50
7
3
21
-
Click!
  • 2nd hit cause float
  • 3rd hit cause wall bounce; adds 60F of untech time
  • 100% minimum damage



Air Throw

That elbow is the least of their worries.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0x2, 1500
0x2, 186
100
100x2, 55
7
3
15
-
Click!
  • 3rd hit cause knockdown
  • Cannot quick tech
  • 100% minimum damage
  • Hitstop 0
  • Vertical range 60-280




Special Moves

Gurren (214A)

Staple midscreen special move.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
560
69
100
89*
14
3
15
+1
Click!
  • Requires 1 magatama
  • Has 10% repeat proration
  • Ground hit has hitstun of 27F
  • Air hit causes wall bounce
  • Bend back on hit



Kishuu (623A)

Command dash that has a good amount of invulnerability. Use it well.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
-
-
17 total
-
Click!
  • Requires 1 magatama
  • Has head invincibility during move
  • Has body/projectile invincibility 5-?F
  • 10-15F can cancel into follow-up



Enma (A during Kishuu)

Follow-up to Kishuu; lots of active frames.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
860
106
90
75
9+6
7
31
-19
Click!
  • Requires 1 magatama
  • 1-8F above waist invincibility
  • Hit cause float
  • Last 4F of active frames extends higher up



Renka (236B)

Second hit wallbounces mid-screen in Extend.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
830, 860
103, 106
90
100, 55*
9
3(15)3
15
+1
Click!
  • Requires 2 magatama
  • 1st hit causes down state
  • 1st hit has bonus 120% proration
  • Cannot quick tech
  • 2nd hit causes wall bounce; adds 40F of untech time
  • Has 10% repeat proration
  • CH continuation
  • Heat Gauge Cooldown 90F



Zantetsu (41236C)

Hits high, then low; always hard.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2430, 550
301, 68
90
80, 94
21
3(14)3
18
-2
Click!
  • Requires 3 magatama
  • 21-23F/ 38-40F can cut projectiles
  • 1st hit air hit cause grounding
  • 2nd hit cause knockdown
  • Cannot quick tech
  • Breaks 1 Guard Primer
  • CH continuation
  • Heat Gauge Cooldown 90F (none on whiff)



Hotaru (j.214B)

The one move everyone fears.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1500
186
70
92*
11
2
23
-
Click!
  • Requires 2 magatama
  • 1-14F invincible
  • Hit causes float
  • Wall bounces near corner; adds 100F of untech time
  • Has 10% repeat proration
  • Fatal possible
  • Hit/block resets 1 jump; can only be used once per jump off ground
  • Heat Gauge Cooldown 90F (none on whiff)



Tsubaki (j.214C)

Great overhead when TK'd or cancelled into from a hop.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2200
273
70
90*
15
3
22
-
Click!
  • Requires 3 magatama
  • Hit cause slide
  • Breaks 1 Guard Primer
  • Has Bonus 120% proration
  • Hitstop 10F
  • Heat Gauge Cooldown 90F (none on whiff)




Distortion Drives

Shippu (632146C)

MUCH quicker now.
Shippu
(sword)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
4000[5500]
(920[1265])
100
60
3+7[3+78]
4
?
?
Click!
  • Requires 4 magatama
  • Values in [ ] are when Shippu is fully charged
  • 1- 4F after super flash is invincible
  • Breaks 2 Guard Primers
  • 25% minimum damage (1000)
  • Hitstop 25F
  • Startup 14F after button release when charging
  • Maximum charge is 80F
  • Heat Gauge Cooldown 90F
(wave)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
2500
(575)
100
80
3+11
-
-
-
Click!
  • Hit causes float
  • 25% minimum damage (625)
  • Goes through projectiles
  • If sword hits or is blocked, then projectile active frames are removed
  • Lv. 3 Projectile



Yukikaze (236236D)

Opponents always hate triggering this Distortion.
Yukikaze
(catch)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
1
27
17
-
Click!
  • Requires 4 magatama
  • 1- 27F after super flash catch all blockable moves
  • Hakumen's hitstop 4F/Opponent's 60F on catch
  • Attack starts after hitstop
  • Heat Gauge Cooldown 90F
(attack)
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
3800
(874)
100
30
56
15
39
-
Click!
  • Hit causes float
  • Fatal possible
  • 20% minimum damage (760)
  • Hitstop 30F



Mugen (214214B)

Hakumen's most damaging combos come when Mugen is activated.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-
-
-
-
-
-
26+23 total
-
Click!
  • Requires 8 magatama
  • Character Combo Rate 30%
  • Maximum Duration 1079F
  • 1-26F is invincible
  • After using 9 magatama, meter reduction speed 3x
  • Auto heat gain stops for 600F after use
  • Damage during Mugen: 1.2x (doesn't affect tech time)
  • Shippu has 100% guaranteed damage while Mugen is active
  • No primer breaking, Rapid Cancels, or Counter Assaults during Mugen
  • Mugen immediately ends Shippu or Yukikaze hit the opponent




Astral Heat

Akumetsu ([2]8D)

Did they hit and trigger this counter? GAME OVER.
Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death
0
-
-
1+0
20
16
-
Click!
  • Catches everything except projectiles
  • Attack starts after 229F
  • Heat Gauge Cooldown 180F


Strategy

Offense

Defense

Combos

Combo Notation Guide:
  • AD/IAD: Air Dash / Instant Air Dash
  • JC/SJC: Jump Cancel / Super Jump Cancel
  • AA: Anti-Air (hit)
  • CH: Counter Hit
  • FC: Fatal Counter
  • (#): Magatama Needed
  • [ # / # ]: Damage / Magatama Gained

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]
BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc