BBCSE/Hakumen

From Dustloop Wiki

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


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

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)


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

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


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

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


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

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-18F
  • Wall bounce adds ?F of untech time
  • Guard has guard recovery of 20F


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

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


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

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


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

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


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

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


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

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
  • Move Name(#): Cancel the move on the hit number indicated by (#)
  • (#): Magatama Needed
  • [ # / # ]: Damage / Magatama Gained

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]
BlazBlue: Continuum Shift Extende
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