|
|
Line 69: |
Line 69: |
| *Hits Hakumen, and Tager crouching | | *Hits Hakumen, and Tager crouching |
| <br/> | | <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. | | 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, but its also has a pretty short range so don't forget your other anti airs in 6A or even 5D. |
| It can be delayed-cancelled into 5B and gatlings into 3C, any D move, and throw. | | It can be delayed-cancelled into 5B and gatlings into 3C, any D move, and throw. |
| }} | | }} |
Line 300: |
Line 300: |
| *1-22F low invulnerable | | *1-22F low invulnerable |
| <br/> | | <br/> |
| Fast overhead to keep opponents from just blocking low. Can only be combo off of on CH, rapid cancel, or after a high 6A hit.
| | A very good move on your opponent's wake up due to its low invincibility, which makes its immune to wake up 2A's. In prior versions, 6B couldn't really yield any damage, but in Chronophantasma, Hakumen can finally get some reward if you Rapid Cancel or get a CH. Be wary though to not abuse this move as it has a lot of recovery and is negative on block. Can only be combo off of on CH, rapid cancel, or after a high 6A hit. |
| }} | | }} |
| }} | | }} |
Line 388: |
Line 388: |
| *Forces fatal counter on normal hit | | *Forces fatal counter on normal hit |
| <br/> | | <br/> |
| Placeholder
| | 6C has a pretty large horizontal hitbox, which can make the opponent afraid to do a ground to ground approach; it can also be cancelled into Shippu for a great amount of damage(About 4.5K!). But this move doesn't get much use due to its 20F startup and having nothing to cancel into aside from Zanshin. |
| | |
| | The Lv. 2 and Lv. 3 versions get even less use due to their even longer startups. They can be used as a gimmicky call out to your opponent's wake up, and can lead to amazing damage in Overdrive if you get a Fatal Counter, but for the most part there's no real reason to use them. |
| }} | | }} |
| }} | | }} |
Line 420: |
Line 422: |
| *7-14F can cut projectiles | | *7-14F can cut projectiles |
| <br/> | | <br/> |
| Fast low that can be comboed into 5C, 2C or 6A on CH.
| | A very fast and far reaching poke and one of Hakumen's best tools in his footsie game. On CH, you can get a decent amount of meterless damage from 2C>J.2A>xx, or if you have the meter to spend, you can opt for 5C>Zantetsu>xx. But also keep in mind this move is extremely unsafe on block at close range and has a noticeably long recovery. If this move is blocked, make sure you have 4 or more stars to Rapid Cancel so you can prevent being punished. |
| }} | | }} |
| }} | | }} |
Line 1,499: |
Line 1,501: |
| |image=BBCS_Hakumen_shippu.png | | |image=BBCS_Hakumen_shippu.png |
| |caption= | | |caption= |
| |name=Shippu | | |name=Kokujin: Shippu |
| |input=632146C | | |input=632146C |
| |data= | | |data= |
Line 1,666: |
Line 1,668: |
| |image=BBCS_Hakumen_yukikaze.png | | |image=BBCS_Hakumen_yukikaze.png |
| |caption= | | |caption= |
| |name=Yukikaze | | |name= Kokujin: Yukikaze |
| |input=236236D | | |input=236236D |
| |data= | | |data= |
Line 1,757: |
Line 1,759: |
| |caption= | | |caption= |
| |input=214214B | | |input=214214B |
| |name=Mugen | | |name= Kokujin Ougi: Mugen |
| |data= | | |data= |
| {{AttackData-BBCP | | {{AttackData-BBCP |
Line 1,799: |
Line 1,801: |
| |image=BBCS_Hakumen_akumetsu.png | | |image=BBCS_Hakumen_akumetsu.png |
| |caption= | | |caption= |
| |name=Akumetsu | | |name= Kokujin Ougi: Akumetsu |
| |input=[2]8D | | |input=[2]8D |
| |data= | | |data= |
Overview
Hakumen is one of the Six Heroes who wields the Nox Nyctores, Ookami. He is a playable character in Calamity Trigger, Continuum Shift, and Chrono Phantasma.
Health: 12,000
Play-style: Balanced (with a higher focus on defense), 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 a blockable, 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.
Overdrive: Kishin
Kishin greatly increases the magatama recharge rate in addition to allowing Hakumen to special cancel his D moves.
Pros/Strengths:
- High health
- Good normals
- High damage with meter
- Can cancel specials into each other
- Can reset pressure in many places because of how his normals chain
- Invincible counter stops a lot of projectile oki
- Fast backdash
Cons/Weaknesses:
- Poor mobility
- Low damage without meter
- Gaps in almost all his strings because of his normals late chaining
- No invincibility on backdash
External References:
Move List
- See also: Hakumen Full Frame Data
Normal Moves
5A
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
350
|
SOJR
|
HL
|
5
|
3
|
6
|
+3
|
B
|
-
|
-
|
- Must be barriered when in the air
- Hits Hakumen, and Tager crouching
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, but its also has a pretty short range so don't forget your other anti airs in 6A or even 5D.
It can be delayed-cancelled into 5B and gatlings into 3C, any D move, and throw.
|
|
5B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
590
|
SOJR
|
HL
|
10
|
2
|
16
|
0
|
B
|
-
|
-
|
- Does not hit everyone crouching from far away
- Hakumen's hitbox moves far back during start up
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 any D move.
|
|
5C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
1210
|
SOR
|
HL
|
14
|
2
|
20
|
-3
|
B
|
13-15GP(P)
|
-
|
- 13F-15F can cut projectiles
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
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
300
|
CSOR
|
all
|
7
|
3
|
8
|
+1
|
F
|
-
|
-
|
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 6A, 3C, any D move, and throw.
|
|
2B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
450
|
SOR
|
L
|
8
|
6
|
15
|
-4
|
F
|
-
|
-
|
- Air tight blockstring when late chaining into 5A
With its superior range, quick start-up, this is one of Hakumen's best moves 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
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
1150
|
S(J)OR
|
HL
|
13
|
3
|
33
|
-17
|
B
|
10-18GP(P)
|
-
|
- 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.
|
|
6A
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
620
|
DrR
|
HL
|
16
|
3
|
18
|
-4
|
B
|
6-18H
|
-
|
- Has head invincibility from 6F-18F
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 Chrono Phantasma.
6A gatlings into 6B and any of Hakumen's D moves.
|
|
6B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
590*2
|
DrR
|
H, HL
|
18
|
2, 3
|
23
|
-4
|
B
|
1-22F
|
-
|
A very good move on your opponent's wake up due to its low invincibility, which makes its immune to wake up 2A's. In prior versions, 6B couldn't really yield any damage, but in Chronophantasma, Hakumen can finally get some reward if you Rapid Cancel or get a CH. Be wary though to not abuse this move as it has a lot of recovery and is negative on block. Can only be combo off of on CH, rapid cancel, or after a high 6A hit.
|
|
6C
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
No Charge
|
1500
|
DrR
|
HL
|
20
|
3
|
25
|
-7
|
B
|
see below
|
Click!
|
- Can cut projectiles from 2F before the active frames to the end of the active frames
- fatal counter on counter hit.
- staggers on ground counter hit.
- wall bounces on on air counter hit.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Partial Charge
|
1700
|
DrR
|
HL
|
24
|
3
|
25
|
-7
|
B
|
see below
|
Click!
|
- Can cut projectiles from 2F before the active frames to the end of the active frames
fatal counter on counter hit.
stagers on ground counter hit.
wall bounces on on air counter hit.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Full Charge
|
2000
|
DrR
|
HL
|
60
|
3
|
25
|
-7
|
B
|
58-62GP(P)
|
-
|
- 58-62F can cut projectiles
- Forces fatal counter on normal hit
6C has a pretty large horizontal hitbox, which can make the opponent afraid to do a ground to ground approach; it can also be cancelled into Shippu for a great amount of damage(About 4.5K!). But this move doesn't get much use due to its 20F startup and having nothing to cancel into aside from Zanshin.
The Lv. 2 and Lv. 3 versions get even less use due to their even longer startups. They can be used as a gimmicky call out to your opponent's wake up, and can lead to amazing damage in Overdrive if you get a Fatal Counter, but for the most part there's no real reason to use them.
|
|
3C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
1200
|
R
|
L
|
8
|
3
|
28
|
-12
|
F
|
7-14GP(P)
|
-
|
- 7-14F can cut projectiles
A very fast and far reaching poke and one of Hakumen's best tools in his footsie game. On CH, you can get a decent amount of meterless damage from 2C>J.2A>xx, or if you have the meter to spend, you can opt for 5C>Zantetsu>xx. But also keep in mind this move is extremely unsafe on block at close range and has a noticeably long recovery. If this move is blocked, make sure you have 4 or more stars to Rapid Cancel so you can prevent being punished.
|
|
Counter Assault 6AB (when blocking)
|
|
Drive Moves
5D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Catch
|
-
|
-
|
-
|
6
|
20
|
15
|
-
|
-
|
6-20C
|
-
|
- Can be held
- Only counters mids, and overheads.
|
Catch (Held)
|
-
|
-
|
-
|
6
|
30
|
15
|
-
|
-
|
6-30C
|
-
|
- Can be held
- Only counters mids, and overheads.
|
Catch (Max Hold)
|
-
|
-
|
-
|
6
|
35
|
20
|
-
|
-
|
6-35C
|
-
|
- Can be held
- Only counters mids, and overheads.
|
Attack
|
0, 1800
|
--, DrR (OD: --, SR)
|
all
|
6
|
10
|
10
|
-10
|
BT
|
all
|
-
|
- 100% minimum damage (1800)
- 0% heat gain multiplier
- Gain 1 magatama when activated
Easy to use when trying to catch projectiles for meter
Can be used as an anti air. While the follow up attack is now blockable and -10, Hakumen is completely invulnerable for the recovery.
|
|
6D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Catch
|
-
|
-
|
-
|
17
|
14
|
6
|
-
|
-
|
17-30C
|
-
|
- Only counters mids, and overheads.
|
Attack
|
0, 1400
|
--, DrR (OD: --, SR)
|
all
|
6
|
10
|
10
|
-10
|
BT
|
all
|
-
|
- 100% minimum damage (1400)
- 0% heat gain multiplier
- Gain 1 magatama when activated
Placeholder
|
|
j.D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Catch
|
-
|
-
|
-
|
1
|
7
|
till landing + 12
|
-
|
-
|
1-10C
|
-
|
- Only counters mids, and overheads.
|
Attack
|
0, 2000
|
--, R (OD: --, SR)
|
all
|
4
|
10
|
7
|
0
|
HT
|
all
|
-
|
- 100% minimum damage (2000)
- 0% heat gain multiplier
- Gain 1 magatama when activated
Placeholder
|
|
Throws
Specials
Fuumajin
Cut projectile, get Void
|
|
Kishuu 623A
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
-
|
-
|
-
|
-
|
-
|
18T
|
-
|
-
|
5-14HBP
|
-
|
- Low profile frame 1
- 30F meter cooldown
Has 10 frames of Head, body and Projectile invulnerability, meaning it will go through everything but throws and moves with foot attribute for those frames. This includes bursts!
|
|
Enma (kishuu follow up) A (after kishuu)
|
|
Enma (D follow up) A (after any ground D)
|
|
Distortion Drives
Kokujin: Shippu 632146C
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Sword (Lv.1)
|
3200
|
SR
|
all
|
3+7
|
4
|
41
|
-26
|
B
|
1-SF, all active frames GP(P)
|
-
|
Sword (Lv.2)
|
3800
|
SR
|
all
|
3+22
|
4
|
41
|
-26
|
B
|
1-SF, all active frames GP(P)
|
-
|
Sword (Lv.3)
|
4400
|
SR
|
all
|
3+54
|
4
|
41
|
-26
|
B
|
1-SF, all active frames GP(P)
|
-
|
Sword (Lv.Max)
|
5000
|
SR
|
UNB
|
3+86
|
4
|
41
|
-
|
B
|
1-SF, 89-92 GP(P)
|
-
|
- Requires 4 magatama
- Invincible till super flash
- Ignores character combo rate
- Invincible till super flash
- Hold button to charge attack
- 35% minimum damage(Lv1: 1120 Lv2: 1330 Lv3: 1540 Lv4: 1750)
- 180F cooldown
- Projectile guard point on all active frames
|
Wave
|
2500
|
R
|
all
|
3+11
|
-
|
-
|
-
|
HBFP*(3)
|
-
|
-
|
Wave (OD)
|
3000
|
R
|
all
|
3+11
|
-
|
-
|
-
|
HBFP*(3)
|
-
|
-
|
- 20% minimum damage (Normal: 500 OD: 600)
- Normal Wave takes 13 frames to hit the opponent fullscreen and 12 frames in OD
OD version fires a taller, reppuken-esque energy wave to the slash, which hits higher up than normal.
|
|
Kokujin: Yukikaze 236236D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Catch
|
-
|
-
|
-
|
1
|
27
|
17
|
-
|
-
|
1-27C
|
-
|
- 180F cooldown
- Super flash activates only on a successful catch
- Doesn't catch throws and unblockables
|
Attack
|
3800
|
SR
|
UNB
|
1+43
|
12
|
39
|
-
|
B
|
all
|
-
|
Attack (OD)
|
1000, 120*18, 1900
|
--*19, SR
|
UNB
|
1+43
|
12
|
39
|
-
|
B
|
all
|
-
|
- 20% minimum damage (Normal: 760, OD: 1012)
- Fatal Counter
Placeholder
|
|
Kokujin Ougi: Mugen 214214B
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
-
|
-
|
-
|
-
|
-
|
22T
|
-
|
-
|
-
|
-
|
- 360F duration
- Character combo rate changes to 30
- Ends after performing Shippu(blade), Yukikaze(attack), or Akumetsu
- Causes some moves to have different properties
- Damage multiplied by 1.2 while in Mugen
- Gauge stops draining during OD
- Cannot use RC, CA, or CT while in Mugen
Placeholder
|
|
Astral Heat
Kokujin Ougi: Akumetsu [2]8D
|
|
Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Combo Notation Guide:
|
- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only