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 |
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- 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
This is the best normal move Hakumen has to start combos with for maximum damage. This makes it a great move to reset into as well. It is a somewhat decent anti-air and can be linked into itself on an anti-air CH.
5C does not gatling into another normal move. However, it can be special-cancelled, usually into Renka or Gurren.
2A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 13F~ can cancel into followup normals (5A, 2A, 5B, 2B)
This is arguably the farthest-reaching 2A of the cast, making it a great footsie tool. Hakumen's 2A is also quick and has advantage on block, giving the player an effective way to beat out poorly spaced attacks on the ground.
It can be delayed-cancelled into itself, 2B, 5A, and 5B. It gatlings into any D move.
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
With its' superior range, quick start-up, and being plus on block, this is Hakumen's best move for footsies. Many ground approaches and attacks can be beat outright by the reach of the hitbox on this move. This is also has a 8-frame startup for a low, making it a great move to keep your opponent honest.
It can be delayed-cancelled into 2A and 5A. It gatlings into any D move.
2C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
- 10-18F can cut projectiles
A good anti-air due to its' vertical reach, which also makes it an ideal way to punish blocked/whiffed aerial Bursts. It's also great at covering a lot of space at once and has a large window in which it will cut projectiles. However, it is a bit slow and very punishable on whiff.
If blocked on or low to the ground, you can cancel into Gurren to make it safe.
2C does not gatling into any other normal move and can only be jump-cancelled on hit.
6A
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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What was once a relative useless move by itself in CS1 & 2, it is now Head-attribute invulnerable for quite a while. As such, it is one of Hakumen's best anti-airs in Extend.
A new change to the move causes it to wall-bound towards the corner so the juggle in CS2 (5A > 6A > 5A) does not work anymore. However, it now wallbounces in the corner and is usually used after a 6C slide when there's not enough time to dash 2C for the Corner Loop.
On CH, you can link it into Gurren and Enma for a full combo midscreen.
6A gatlings into 6B and any of Hakumen's D moves.
6B
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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This overhead is mainly used to keep people from blocking Hakumen low constantly. It also has low invulnerability through startup to prevent crouching opponents from countering you out of the move.
6B is relatively safe on block and breaks a primer, which can easily surprise opponents who aren't keeping tabs on a potential guard break situation.
Its' only weakness is that it doesn't combo into anything and can only be used strictly for the uses above.
6B only chains into a Drive move.
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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6C is mainly used in corner combos to add lots of damage. This is usually followed by 6A or 2C to pick the opponent up for a Corner Loop.
It is also used with your opponent in the corner on their wake-up. When used far enough away, it can catch rolls and can force your opponent to at least neutral tech and block. This is important as 6C breaks a primer and a Guard Break can spell death for an opponent in the corner. Fully charged, it causes a Fatal Counter as well.
Be wary using this against opponents with 50 heat or a proper reversal as you can be punished for overuse of this move.
It can only be cancelled into a Distortion Drive (for the most part, Shippu) but can usually be followed up on CH or when it's fully charged.
3C
Damage | Heat Gain | P1 | P2 | Startup | Active | Recovery | Frame Adv | Hitbox |
---|---|---|---|---|---|---|---|---|
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3C is a staple low in Hakumen's arsenal. It has a fast start-up, hits far, and is safe (even on IB) when properly spaced. It's a relatively good footsie tool to use to score CHs and to prevent dash-ins.
Can only be followed on CH.
4C
4C | ||||||||||||||||||
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Lv. 1 (normal) | ||||||||||||||||||
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Lv. 2 (full charge) | ||||||||||||||||||
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As the longest-reaching normal that Hakumen has, it's mainly used as a long-range poke. You can special-cancel 4C into Gurren or Enma (on CH), making it useful at distance.
A new feature to 4C in Extend is the ability to charge 4C. Once fully charged, Hakumen will lunge forward a good amount as he does the move. This version of the move has many properties like wallbouncing on an air hit, staggering your opponent for a long period of time, and bringing Haku close enough to Renka after.
4C can only be special-cancelled.
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 |
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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
Throw
- (1) Throw > Gurren > HOP 5A > J.B > J.2A > AD J.2A > J.C [2437/1.2]
- <toggledisplay> This combo does not work on Noel. You can modify the combo by adding a 5B after the 5A for more damage, but then the combo might need to be modified depending on the character. For example on Arakune and Rachel, if you added 5B in, you need to super jump the J.B for the combo to work.</toggledisplay>
- (1) Throw > Gurren > HOP 2A > 5A > J.B > J.2A > AD J.2A > J.C [2421/1.3]
- <toggledisplay> This combo works on every character, but the input of the 2A after the hop is a bit strict.</toggledisplay>
- (1) Back Throw > Gurren > HOP 5B > J.B > J.2A > AD J.2A > J.C [2521/1.2]
- <toggledisplay> For Noel and Rachel, you need to delay the Gurren slightly in order for the combo to work. Also you may want to use 5A instead of 5B since the delayed Gurren might not allow the 5B to connect in time. </toggledisplay>
- (1) Back Throw > Gurren > IAD J.B > J.A > 2C > J.2A > AD J.2A > J.C [2617/1.4]
- <toggledisplay> This combo has very high corner carry, but it is also very execution heavy.</toggledisplay>
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
- If you're fighting Arakune, you should always skip the second delayed J.2A in J.2A > J.2A > AD J.2A.
- If you see [6C] in a combo, you can charge it to level 2 to do more damage and also give you time to get a hop in. You don't always need to hop after a charged 6C, but it usually helps. Please remember that you do not have to charge 6C in order for the combo to work though.
- 6A can be placed at the beginning and end of most combos. It can be placed at the beginning, before or after the 6C, if you don't think you'll land the combo without the extra corner push. Or it can be placed at the end, before the 5C > 3C. Try to delay the both the move before 6A as well as 6A so that your opponent is low enough for both the 6A and the following 5C to land. 6A has repeat prorate, so don't use it more than once per combo. The damage difference between the two positions is very small, so feel free to put it at the beginning if you think it'll help.
- Hakumen's corner combos revolve around a loop that goes like 2C > SJ.2A > J.2C > 2C > SJ.2A > DELAY J.2A > AD J.2A > J.C > 5C > 3C with the repeated part being 2C > SJ.2A > J.2C . If you think you can do a second repetition of the loop, add it after the first repetition and take out the delayed J.2A (2C > SJ.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 5C > 3C). In fact you can take out the delayed J.2A if you don't feel comfortable with it, you won't lose much damage. If you take out the delayed J.2A then make sure you do not Super Jump the preceding J.2A anymore.
- Additionally, you can add in a J.B before the first SJ.2A. It helps move you closer to the wall, but it sometimes also means you can't do two repetitions of the loop.
- Whenever you're doing the corner loop, you should try to delay each J.2C as much as possible. Doing so allows you to land the rest of the combo easier.
Normals
- (3) [starter] > Renka(1) > Kishuu > [6C] > 2C > SJ.B > J.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [3528-6295/2.7]
- <toggledisplay> If you start this combo with 2 A moves, take out one repetition of SJ.2A > J.2C > 2C . </toggledisplay>
Throw
- <toggledisplay> All these combos are for the situation where a successful throw puts your opponent in the corner. That means you forward throw your opponent into the corner or back throw them into the corner.</toggledisplay>
- (0) Throw > 6A > 6C > 2C > J.B > J.2A > J.2A > AD J.2A > J.C > 5C > 3C [3200/2.4]
- (0) Back Throw > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2a > J.C > 6A > 5C > 3C [3202/2.5]
- <toggledisplay> You need to delay the J.2C as long as possible in order to get the full combo off. </toggledisplay>
- (3) Throw > 5C > Renka(1) > Kishuu > [6C] > 6A > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2a > J.C > 5C > 3C [4190/2.8]
- <toggledisplay> Going for a level 2 charged 6C makes the combo a bit harder to do, though you can do an alternative version where you do a HOP 2C after the Level 2 charged 6C and save the 6A for before the 5C > 3C . </toggledisplay>
- (0) Air Throw > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2A > AD J.2A > J.C > 6A > 5C > 3C [3277-3468/2.5]
- <toggledisplay> You can replace the initial J.2C with a J.B if you don't think the J.2C will come out in time. Do note that you will have to delay the J.B until you are closer to the ground. </toggledisplay>
- (3) Air Throw(2) > Tsubaki > AD J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > J.2C > 2C > SJ.2A > AD J.2A > J.C > 6A > 5C > 3C [5564/2.5]
- <toggledisplay> You can skip the second repetition of 2C > SJ.2A > J.2C if you find it too hard, cause it is pretty hard. Your new combo will result in [5191/2.0] . </toggledisplay>
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. </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]