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Hakumen is one of the Six Heroes who combated the Black Beast in the series` backstory almost a century ago. After the war, he was sealed away in the boundary along with Terumi after he betrayed the other five heroes. Kokonoe salvages a portion of his existence from the boundary and he resumes his quest for justice and to exact revenge on Terumi. His Nox Nyctores, Ookami, has the power to negate most Ars Magus and possessing the Susanooh unit allows him to freely slash through time and space.
Hakumen is one of the Six Heroes who combated the Black Beast in the series` backstory almost a century ago. After the war, he was sealed away in the boundary along with Terumi after he betrayed the other five heroes. Kokonoe salvages a portion of his existence from the boundary and he resumes his quest for justice and to exact revenge on Terumi. His Nox Nyctores, Ookami, has the power to negate most Ars Magus and possessing the Susanooh unit allows him to freely slash through time and space.


On the gameplay side, Hakumen boasts a unique trait among the cast. His meter functions completely differently and instead has eight stocks for his "magatama" gauge. These stocks are consumed whenever Hakumen uses any of his special moves and as such, meter management is an important aspect to learn. However, his also one of the few characters who can cancel his specials into each other, which makes his offense even stronger. He also boasts having some of the best normal moves in the game, with his sword moves covering nearly the entire match start range of the screen. A solid defense with his drive described below, and his moves combined with his Overdrive give him extremely high damage potential. Overall Hakumen is a fairly well-rounded character with many high risk tools at his disposal for many situations. Mastering these tools turns him into a character who greatly rewards fundamental play.<br/>
On the gameplay side, Hakumen boasts a unique trait among the cast. His meter functions completely differently and instead has eight stocks for his "magatama" gauge. These stocks are consumed whenever Hakumen uses any of his special moves and as such, meter management is an important aspect to learn. However, his also one of the few characters who can cancel his specials into each other, which makes his offense even stronger. He also boasts having some of the best normal moves in the game, with his sword moves covering nearly the entire match start range of the screen. A solid defense with his drive described below, and his moves combined with his Overdrive give him extremely high damage potential. Overall Hakumen is a fairly well-rounded character with many high risk tools at his disposal for many situations. Mastering these tools turns him into a character who greatly rewards fundamental play.
<br/>
 
===Drive: Zanshin===
===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.<br/>
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.
<br/>
 
===Overdrive: Kishin===
===Overdrive: Kishin===
Kishin greatly increases the magatama recharge rate as well as adding additional properties to his drives and Distortion Drives. <br />
Kishin greatly increases the magatama recharge rate as well as adding additional properties to his drives and Distortion Drives.
<br/>
 
===Pros/Strengths===
===Pros/Strengths===
* Above average health
* Above average health
Line 50: Line 50:
* Counters can stop non-projectile oki
* Counters can stop non-projectile oki
* Backdash is throw invincible
* Backdash is throw invincible
<br/>


===Cons/Weaknesses===
===Cons/Weaknesses===
Line 63: Line 62:
* Counters can be avoided with spacing
* Counters can be avoided with spacing
<br clear=all/>
<br clear=all/>
{{warning|This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)}}
==Normal Moves==
====== <font style="visibility:hidden" size="0">5A</font> ======
{{MoveData
|image=BBCS_Hakumen_5A.png
|caption= King of anti-airs
|name=5A
|data=
{{AttackData-BBCPE
|cancel=SOJR
|damage=350
|starter=S
|p1=90
|p2=77
|smp=
|guard=HL
|level=1
|attribute=B
|startup=5
|active=3
|recovery=6
|frameAdv=+3
|blockstun=11
|airHit=15
|airCH=32
|groundHit=14
|groundCH=20
|invul=
|hitbox=
|description=
*Must be barriered when in the air
*Hits Hakumen and Tager crouching
Hakumen bops the other character on the chin to remind them to keep a stiff upper lip while getting OD'd for 8k. Standard standing jab. It whiffs on everyone crouching except Haku and Tager, and since everyone blocks downback by default, be careful using it carelessy. Whiffing it on a crouch blocker can be useful for a throw setup. 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, 2C, 5C, or even 5D. It can be delayed-cancelled into 5B and gatlings into 3C, any D move, and throw.
}}
}}
====== <font style="visibility:hidden" size="0">5B</font> ======
{{MoveData
|image=BBCS_Hakumen_5B.png
|caption= Good tool for pressure and mixup due to its frame advantage
|name=5B
|data=
{{AttackData-BBCPE
|cancel=SOJR
|damage=590
|starter=N
|p1=100
|p2=89
|smp=
|guard=HL
|level=3
|attribute=B
|startup=10
|active=2
|recovery=16
|frameAdv=0
|blockstun=16
|airHit=17
|airCH=31
|groundHit=17
|groundCH=22
|invul=
|hitbox=
|description=
*Does not hit everyone crouching from far away
*Must be barriered when in the air
*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 and it gatlings into any D move. It's also jump-cancellable on block, which can lead to 50/50 with TK Tsubaki and Renka.
}}
}}
====== <font style="visibility:hidden" size="0">5C</font> ======
{{MoveData
|image=BBCS_Hakumen_5C.png
|caption= King of damage
|name=5C
|data=
{{AttackData-BBCPE
|cancel=SOR
|damage=1210
|starter=N
|p1=100
|p2=92
|smp=
|guard=HL
|level=4
|attribute=B
|startup=14
|active=2
|recovery=20
|frameAdv=-3
|blockstun=18
|airHit=GD19
|airCH=GD34
|groundHit=19
|groundCH=24
|invul=13-15GP(P)
|hitbox=
|description=
*13F-15F can cut projectiles
*Must be barriered when in the air
This is one of the best normal move Hakumen has to start combos with. 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. 5C does not gatling into another normal move. However, it can be special-cancelled, usually into Kishuu > Enma or Gurren on normal hit and Zantetsu on counter hit or on an air hit.
}}
}}
====== <font style="visibility:hidden" size="0">2A</font> ======
{{MoveData
|image=BBCS_Hakumen_2A.png
|caption=Quite the range for a 2A
|name=2A
|data=
{{AttackData-BBCPE
|cancel=CSOR
|damage=300
|starter=S
|p1=100
|p2=77
|smp=
|guard=All
|level=1
|attribute=F
|startup=7
|active=3
|recovery=8
|frameAdv=+1
|blockstun=11
|airHit=14
|airCH=26
|groundHit=12
|groundCH=16
|invul=
|hitbox=
|description=
This is arguably one of 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 delay-cancelled into itself, 2B, 5A, and 5B. It gatlings into 6A, 3C, any D move, and throw.
}}
}}
====== <font style="visibility:hidden" size="0">2B</font> ======
{{MoveData
|image=BBCS_Hakumen_2B.png
|caption=Poke their feet
|name=2B
|data=
{{AttackData-BBCPE
|cancel=SOR
|damage=450
|starter=N
|p1=90
|p2=89
|smp=
|guard=L
|level=3
|attribute=F
|startup=8
|active=6
|recovery=15
|frameAdv=-4
|blockstun=16
|airHit=17
|airCH=31
|groundHit=17
|groundCH=22
|invul=
|hitbox=
|description=
*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.
}}
}}
====== <font style="visibility:hidden" size="0">2C</font> ======
{{MoveData
|image=BBCS_Hakumen_2C.png
|caption=Don't whiff
|name=2C
|data=
{{AttackData-BBCPE
|cancel=S(J)OR
|damage=1150
|starter=N
|p1=90
|p2=92
|smp=
|guard=HL
|level=4
|attribute=B
|startup=13
|active=3
|recovery=33
|frameAdv=-17
|blockstun=18
|airHit=19
|airCH=50
|groundHit=19
|groundCH=24
|invul=10-18GP(P)
|hitbox=
|description=
*10-18F can cut projectiles
*Must be barriered when in the air
A good anti-air due to its invincibility and 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.
}}
}}
====== <font style="visibility:hidden" size="0">6A</font> ======
{{MoveData
|image=BBCS_Hakumen_6A.png
|caption=Advancing position
|name=6A
|data=
{{AttackData-BBCPE
|cancel=DrR
|damage=620
|starter=N
|p1=80
|p2=89
|smp=2
|guard=HL
|level=3
|attribute=B
|startup=13
|active=3
|recovery=18
|frameAdv=-4
|blockstun=16
|airHit=27
|airCH=47
|groundHit=S32
|groundCH=S64
|invul=6-18H
|hitbox=
|description=
*Has head invincibility from 6F-18F
*Must be barriered when in the air
6A is one of Hakumen's best anti-airs. 6A gatlings into 6B and any of Hakumen's D moves. Unfortunately, it's difficult to combo after it on air hit, since 6A > 6B doesn't work if the opponent is too high.
}}
}}
====== <font style="visibility:hidden" size="0">6B</font> ======
{{MoveData
|image=BBCS_Hakumen_6B.png
|caption=Overhead
|name=6B
|data=
{{AttackData-BBCPE
|cancel=DrR
|damage=590*2
|starter=N
|p1=90
|p2=92(once)
|smp=
|guard=H, HL
|level=4
|attribute=B
|startup=18
|active=2, 3
|recovery=23
|frameAdv=-4
|blockstun=21
|airHit=B40
|airCH=BD68
|groundHit=19, B40
|groundCH=24, BD68
|invul=1-22F
|hitbox=
|description=
*1-22F low invulnerable
*Must be barriered when in the air
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 now 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.
}}
}}
====== <font style="visibility:hidden" size="0">6C</font> ======
{{MoveData
|image=BBCS_Hakumen_6C.png
|caption=FATAL!
|name=6C
|data=
{{AttackData-BBCPE
|version=No Charge
|cancel=DrR
|damage=1500
|starter=N
|p1=100
|p2=94
|smp=2A
|guard=HL
|level=5
|attribute=B
|startup=20
|active=3
|recovery=25
|frameAdv=-7
|blockstun=20
|airHit=Sd36
|airCH=Sd61
|groundHit=32
|groundCH=40
|invul=see below
|description=
{{ColumnList |text=
*Can cut projectiles from 2F before the active frames to the end of the active frames
*Fatal counter on counter hit.
*Must be barriered when in the air
*Staggers on ground counter hit.
*Slide on on air counter hit.
}}
}}
{{AttackData-BBCPE
|version=Partial Charge
|cancel=DrR
|damage=1700
|starter=N
|p1=100
|p2=94
|smp=2A
|guard=HL
|level=5
|attribute=B
|startup=24
|active=3
|recovery=25
|frameAdv=-7
|blockstun=20
|airHit=Sd36
|airCH=Sd61
|groundHit=32
|groundCH=40
|invul=see below
|description=
{{ColumnList |text=
*Can cut projectiles from 2F before the active frames to the end of the active frames
*Fatal counter on counter hit.
*Must be barriered when in the air
*Slide on normal and counter hit.
}}
}}
{{AttackData-BBCPE
|version=Full Charge
|cancel=DrR
|damage=2000
|starter=N
|p1=100
|p2=94
|smp=2A
|guard=HL
|level=5
|attribute=B
|startup=60
|active=3
|recovery=25
|frameAdv=-7
|blockstun=20
|airHit=
|airCH=Wb*449
|groundHit=
|groundCH=S68
|invul=58-62GP(P)
|hitbox=
|description=
*58-62F can cut projectiles
*Must be barriered when in the air
*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). Link into 5C on FC. It can be used to punish some DP such as Ragna and Jin's 623C.
6C (level 2) is essentialy a combo filler in the corner since it causes slide on grounded opponents, examples include Forward Throw > Kishuu > 6C (level 2) and Renka(1) > Kishuu > 6C (level 2).
6C (level 3) is hardly ever used and only to punish moves which have lots of frames of recovery, such as Arakune's 236236C or Azrael's Astral, or after  incredibly rare instances where Crush Trigger causes a Guard Crush on an airborne opponent.
}}
}}
====== <font style="visibility:hidden" size="0">3C</font> ======
{{MoveData
|image=BBCS_Hakumen_3C.png
|caption=Pain lies ahead
|name=3C
|data=
{{AttackData-BBCPE
|cancel=R
|damage=1200
|starter=N
|p1=90
|p2=92
|smp=
|guard=L
|level=4
|attribute=F
|startup=8
|active=3
|recovery=28
|frameAdv=-12
|blockstun=18
|airHit=36
|airCH=61
|groundHit=F36
|groundCH=D61
|invul=7-14GP(P)
|hitbox=
|description=
*7-14F can cut projectiles
A very fast and far reaching poke. Can no longer combo into 2C/5C on counter hit. It's still a great starter with few magatamas and lead to sideswap combo while cornered. This move should be used sparingly, as it is easily punished on block or if it whiffs.
}}
}}
====== <font style="visibility:hidden" size="0">4C</font> ======
{{MoveData
|image=BBCS_Hakumen_4C.png
|caption=Literal poke
|name=4C
|data=
{{AttackData-BBCPE
|cancel=SR
|damage=700
|starter=N
|p1=80
|p2=89
|smp= None
|guard=HL
|level=3
|attribute=B
|startup=10
|active=1
|recovery=24
|frameAdv=-9
|blockstun=16
|airHit=17
|airCH=31
|groundHit=17
|groundCH=22
|invul=7-14GP(P)
|hitbox=
|description=
*Fast and long-ranged neutral tool.
*Must be barriered when in the air
4C has been overhauled and now serves as one of Hakumen's best tools for keeping the opponent at bay. It can be punished on Instant Block though, and many characters can simply dash under or uses moves that low profile (Such as Jin's 2D) to avoid it, so be wary when using it. It can be linked into Guren on Counter Hit and is also Distortion-Drive-cancellable.
}}
}}
====== <font style="visibility:hidden" size="0">j.A</font> ======
{{MoveData
|image=BBCS_Hakumen_jA.png
|caption=Jab your way to the ground
|name=j.A
|data=
{{AttackData-BBCPE
|cancel=CSOR
|damage=320
|starter=S
|p1=90
|p2=77
|smp=
|guard=HA
|level=1
|attribute=H
|startup=7
|active=3
|recovery=9
|frameAdv=
|blockstun=11
|airHit=18
|airCH=32
|groundHit=12
|groundCH=16
|invul=
|hitbox=
|description=
*Late chains into j.B
A pretty decent tool for air to air situations, and for setting up a Throw Reject Miss on an unsuspecting opponent. Because it is able to link into J.B, its also pretty good for setting up throws on an air to ground approach.
}}
}}
====== <font style="visibility:hidden" size="0">j.2A</font> ======
{{MoveData
|image=BBCS_Hakumen_j2A.png
|caption=Sword wall
|name=j.2A
|data=
{{AttackData-BBCPE
|cancel=SOJR
|damage=690
|starter=N
|p1=90
|p2=70
|smp=
|guard=HA
|level=4
|attribute=H
|startup=11
|active=12
|recovery=12
|frameAdv=
|blockstun=18
|airHit=38
|airCH=64
|groundHit=19
|groundCH=24
|invul=5-24GP(P)
|hitbox=
|description=
*Projectile guard point 5F-24F
One of Hakumen's fastest moves for cutting the opponent's projectiles, and decent Air to Air tool. In Extend, it no longer cancels air momentum or push the opponent upward, which removed Hakumen's former midscreen bread and butter.
}}
}}
====== <font style="visibility:hidden" size="0">j.B</font> ======
{{MoveData
|image=BBCS_Hakumen_jB.png
|caption=Kick your way to the ground
|name=j.B
|data=
{{AttackData-BBCPE
|cancel=SOJR
|damage=590
|starter=N
|p1=90
|p2=89
|smp=
|guard=HA
|level=3
|attribute=H
|startup=9
|active=3
|recovery=20
|frameAdv=
|blockstun=16
|airHit=21
|airCH=37
|groundHit=17
|groundCH=22
|invul=
|hitbox=
|description=
*Late chains into j.A and j.2A
A move very good for jump ins, and for crossing the opponent up due to its unique hitbox. Like with j.A, it can also be used to setup ground throws off an Air to Ground approach.
}}
}}
====== <font style="visibility:hidden" size="0">j.C</font> ======
{{MoveData
|image=BBCS_Hakumen_jC.png
|caption=Air combo ender
|name=j.C
|data=
{{AttackData-BBCPE
|cancel=SOR
|damage=1300
|starter=N
|p1=90
|p2=92
|smp=
|guard=All
|level=4
|attribute=H
|startup=12
|active=2
|recovery=32
|frameAdv=
|blockstun=18
|airHit=Ws30(F0)
|airCH=Ws52(F0)
|groundHit=19
|groundCH=24
|invul=10-19GP(P)
|hitbox=
|description=
*Wall sticks on corner hits
*Projectile guard point 10F-19F
This is pretty much the go-to tool for Hakumen's air to air game. It's hitbox extends all the way from the tip of Hakumen's blade to his shoulder, which makes it great for spacing in the air. It blows the opponent back on hit, and wall sticks in the corner. It can be followed up with Hotaru near the corner, or even IAD J.C > Hotaru on counter hit.
}}
}}
====== <font style="visibility:hidden" size="0">j.2C</font> ======
{{MoveData
|image=BBCS_Hakumen_j2C.png
|caption=No one challenges this
|name=j.2C
|data=
{{AttackData-BBCPE
|cancel=SOR
|damage=1100
|starter=N
|p1=90
|p2=92
|smp=
|guard=HA
|level=4
|attribute=H
|startup=16
|active=4
|recovery=30
|frameAdv=
|blockstun=18
|airHit=19
|airCH=34
|groundHit=19
|groundCH=24
|invul=14-19GP(P)
|hitbox=
|description=
*Projectile guard point 14F-19F
<br/>
Decent air to ground tool, it has a bigger hitbox than J.B but is slower and it's harder to combo after it. Easy to anti-air so don't get too predictable with it.
}}
}}
<br clear=all/>
==Drive Moves==
====== <font style="visibility:hidden" size="0">5D</font> ======
{{MoveData
|image=BBCS_Hakumen_5D.png
|caption=Standing counter
|name=5D
|data=
{{AttackData-BBCPE
|version=Catch
|cancel=
|damage=
|starter=
|p1=
|p2=
|smp=
|guard=
|level=
|attribute=
|startup=6
|active=20
|recovery=15
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=6-20C
|hitbox=
|description=
{{ColumnList |text=
*Can be held
*Only counters mids, and overheads.
}}
}}
{{AttackData-BBCPE
|header=no
|version=Catch (Held)
|cancel=
|damage=
|starter=
|p1=
|p2=
|smp=
|guard=
|level=
|attribute=
|startup=6
|active=30
|recovery=15
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=6-30C
|hitbox=
|description=
{{ColumnList|text=
*Only counters mids, and overheads.
}}
}}
{{AttackDataNoHeader-BBCPE
|version=Catch (Max Hold)
|cancel=
|damage=
|starter=
|p1=
|p2=
|smp=
|guard=
|level=
|attribute=
|startup=6
|active=35
|recovery=20
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=6-35C
|hitbox=
|description=
{{ColumnList|text=
*Only counters mids, and overheads.
}}
}}
{{AttackData-BBCPE
|header=no
|version=Attack
|cancel=--, DrR  (OD: --, SR)
|damage=0, 1800
|starter=S
|p1=100
|p2=100,60
|smp=
|guard=All
|level=0, 4
|attribute=BT
|startup=6
|active=10
|recovery=10
|frameAdv=-10
|blockstun=10
|airHit=12, 42
|airCH=23,--
|groundHit=10, GD42
|groundCH=14,--
|invul=all
|hitbox=
|description=
{{ColumnList|text=
*100% minimum damage (1800)
*Gain 1 magatama when activated
*0% heat gain multiplier
}}
The attack follow up is no longer triggered when catching a projectile (but Hakumen becomes invincible during the entire recovery) and a magatama is only given when the attack is successful. Instead, when catching a projectile, the recovery can be canceled into any special or Distortion Drives (except Astral). If canceled into Yukikaze, it will automatically activates, won't freeze the opponent and deal 2800 damage if it hits.
}}
}}
====== <font style="visibility:hidden" size="0">2D</font> ======
{{MoveData
|image=BBCS_Hakumen_2D.png
|caption=Crouching counter
|name=2D
|data=
{{AttackData-BBCPE
|version=Catch
|cancel=
|damage=
|starter=
|p1=
|p2=
|smp=
|guard=
|level=
|attribute=
|startup=1
|active=8
|recovery=30
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=1-8C
|hitbox=
|description=
*Only counters mids, and lows.
}}
{{AttackData-BBCPE
|header=no
|version=Attack
|cancel=--, DrR (OD: --, SR)
|damage=0, 1800
|starter=S
|p1=100
|p2=100,60
|smp=
|guard=All
|level=0, 4
|attribute=FT
|startup=6
|active=10
|recovery=15
|frameAdv=-15
|blockstun=9
|airHit=12, 50
|airCH=23,--
|groundHit=10, GD50
|groundCH=14,--
|invul=all
|hitbox=
|description=
{{ColumnList|text=
*100% minimum damage (1800)
*Gain 1 magatama when activated
*0% heat gain multiplier
}}
A mid and low counter that is active frame 1. On hit it puts the opponent behind Hakumen, useful for corner switching with an opponent.
}}
}}
====== <font style="visibility:hidden" size="0">6D</font> ======
{{MoveData
|image=BBCS_Hakumen_6D.png
|caption=Best counter
|name=6D
|data=
{{AttackData-BBCPE
|version=Catch
|cancel=
|damage=
|starter=
|p1=
|p2=
|smp=
|guard=
|level=
|attribute=
|startup=1
|active=14
|recovery=6
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=17-30C
|hitbox=
|description=
*Only counters mids, and overheads.
}}
{{AttackData-BBCPE
|header=no
|version=Attack
|cancel=--, DrR (OD: --, SR)
|damage=0, 1400
|starter=S
|p1=100
|p2=100, 80
|smp=
|guard=All
|level=0, 4
|attribute=BT
|startup=6
|active=10
|recovery=10
|frameAdv=-10
|blockstun=9
|airHit=
|airCH=
|groundHit=10, Sp
|groundCH=14, --
|invul=all
|hitbox=
|description=
{{ColumnList |text=
*100% minimum damage (1400)
*Gain 1 magatama when activated
*0% heat gain multiplier
}}
A mid and high counter with very slow start up. Sometimes used after 6A or 6B to catch attempts at poking out.
}}
}}
====== <font style="visibility:hidden" size="0">j.D</font> ======
{{MoveData
|image=BBCS_Hakumen_jD.png
|caption=Air counter
|name=j.D
|data=
{{AttackData-BBCPE
|version=Catch
|cancel=
|damage=
|starter=
|p1=
|p2=
|smp=
|guard=
|level=
|attribute=
|startup=1
|active=7
|recovery=till landing + 12
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=1-10C
|hitbox=
|description=
{{ColumnList|text=
*Only counters mids, and overheads.
}}
}}
{{AttackData-BBCPE
|header=no
|version=Attack
|cancel=--, R  (OD: --, SR)
|damage=0, 2000
|starter=S
|p1=100
|p2=100, 45
|smp=
|guard=All
|level=4
|attribute=HT
|startup=4
|active=10
|recovery=7
|frameAdv=0
|blockstun=18
|airHit=19, 83
|airCH=34, --
|groundHit=19, F83
|groundCH=28, --
|invul=all
|hitbox=
|description=
{{ColumnList |text=
*100% minimum damage (2000)
*Gain 1 magatama when activated
*0% heat gain multiplier
}}
Now has a minimum height before the counter can be used. Can be followed up with 5A or 5B on hit.
}}
}}
<br clear=all/>
==Universal Mechanics==
====== <font style="visibility:hidden" size="0">Forward Throw</font> ======
{{MoveData
|image=BBCS_Hakumen_FThrow.png
|caption=Crumple
|input=B+C
|name=Forward Throw
|data=
{{AttackData-BBCPE
|cancel=--, SOR
|damage=0, 1400
|starter=S
|p1=100
|p2=100, 60
|smp=
|guard=T(90)
|level=0, 4
|attribute=T
|startup=7
|active=3
|recovery=21
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=-, S45
|groundCH=
|invul=
|hitbox=
|description=
*100% minimum damage (1400)
*Staggers on hit
No longer launches like in previous games. Can be followed up with 6A, Hop Hotaru or Crush Trigger for instance.
}}
}}
====== <font style="visibility:hidden" size="0">Back Throw</font> ======
{{MoveData
|image=BBCS_Hakumen_BThrow.png
|caption=Sick kicks
|input=4B+C
|name=Back Throw
|data=
{{AttackData-BBCPE
|cancel=--, SR
|damage=0, 700*2
|starter=S
|p1=100
|p2=100, 60
|smp=
|guard=T(90)
|level=0, 2, 4
|attribute=T
|startup=7
|active=3
|recovery=21
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=-, D60, Sd60
|groundCH=
|invul=
|hitbox=
|description=
*100% minimum damage (1400)
In the corner can be comboed off of without spending extra meter with 2C or 5B. The hitstun on the first hit was nerfed, however; as such, Back Throw RC > OD > 5C combos no longer work.
}}
}}
====== <font style="visibility:hidden" size="0">Air Throw</font> ======
{{MoveData
|image=BBCS_Hakumen_AThrow.png
|caption=To the ground with you!
|input=j.B+C
|name=Air Throw
|data=
{{AttackData-BBCPE
|cancel=--, SOR*2
|damage=0*2, 1400
|starter=-, Sp, S
|p1=100
|p2=100*2, 60
|smp=
|guard=T(100)
|level=0, 1, 4
|attribute=T
|startup=7
|active=3
|recovery=15+3Landing
|frameAdv=
|blockstun=
|airHit=-, D70*2
|airCH=
|groundHit=
|groundCH=
|invul=
|hitbox=
|description=
*100% minimum damage (1400)
<br/>
The first hit can't be canceled with a special or overdrive anymore, furthermore its hitstun was drastically nerfed, which means that 1.0 infamous touch-of-death combos are no longer possible.
The last hit can be combo'ed into J.B, J.2C or 2B depending on the height.
}}
}}
====== <font style="visibility:hidden" size="0">Counter Assault</font> ======
{{MoveData
|image=BBCS_Hakumen_6A.png
|caption=Costly, but effective
|input=6A+B (when blocking)
|name=Counter Assault
|data=
{{AttackData-BBCPE
|cancel=R
|damage=0
|starter=VS
|p1=50
|p2=92
|smp=0
|guard=All
|level=4
|attribute=B
|startup=13
|active=3
|recovery=30
|frameAdv=-14
|blockstun=18
|airHit=19
|airCH=34
|groundHit=F19
|groundCH=F34
|invul=1-20 All
|hitbox=
|description=
{{ColumnList |text=
*180F meter cooldown
*1-20F invincibility
*Requires 4 magatama
}}
Good hitbox for a counter assault, as it can't be low profiled and has decent reach. It's not used very often because spending 4 stars to knock someone away makes it hard to pressure or mix up an opponent later.
}}
}}
====== <font style="visibility:hidden" size="0">Crush Trigger</font> ======
{{MoveData
|image=BBCP_Hakumen_CT.png
|caption=Plus on block
|input=5A+B
|name=Crush Trigger
|data=
{{AttackData-BBCPE
|cancel=R
|damage=1000
|starter=N
|p1=80
|p2=100
|smp=3
|guard=B
|level=3
|attribute=B
|startup=30-60
|active=1
|recovery=27
|frameAdv=+4
|blockstun=30
|airHit=60
|airCH=100
|groundHit=F60
|groundCH=F100
|invul=
|hitbox=
|description=
{{ColumnList|text=
*Can be held
*Requires 2 magatama
*Ignores character combo rate
*180F meter cooldown
}}
One of Hakumen's new moves in which he swipes at the opponent with the sheathe of his sword. Causes guard crush on normal blocking, and is plus on barrier block, making it extremely hard to punish. Because of Crush Trigger's property of ignoring the combo rate, it finds its primary use a lot in combo filler, particularly off of a throw, and during Overdrive.
}}
}}
<br clear=all/>
==Exceed Accel==
{{MoveData
|image=BBCF_Hakumen_ExceedAccel.jpg
|caption=MISOGI
|input=ABCD during Overdrive
|name=Tengai
|data=
{{AttackData-BBCPE
|version=Normal
|cancel=
|damage=2040
|starter
|p1=
|p2=
|smp=
|guard=All
|level=
|attribute=
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=
|hitbox=
|description=
}}
{{AttackData-BBCPE
|header=no
|version=Active Flow
|cancel=
|damage=4070
|starter=
|p1=
|p2=
|smp=
|guard=All
|level=
|attribute=
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=
|hitbox=
|description=
*Does not cost Heat, but inmediately ends Overdrive if used.
*Becomes stronger and flashier with Active Flow.
Hakumen kicks the opponent's feet on startup, then knocks them down and follows with a mighty slash. Puts Hakumen in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.
}}
}}
<br clear=all/>
==Specials==
====== <font style="visibility:hidden" size="0">Fuumajin</font> ======
{{MoveData
|image=BBCP_Hakumen_Fuumajin.png
|caption=Cut projectile, get Void
|name=Fuumajin
|data=
{{AttackData-BBCPE
|cancel=
|damage=800
|starter=N
|p1=85
|p2=89
|smp=
|guard=All
|level=3
|attribute=HBFP*
|startup=1
|active=92
|recovery=
|frameAdv=
|blockstun=16
|airHit=40
|airCH=68
|groundHit=F40
|groundCH=F68
|invul=
|hitbox=
|description=
*Resets to 91 more active frames if hitbox is hit by a projectile
<br/>
Appears when Hakumen's sword connects with a projectile or a move with projectile property. Disappears after 91 frames or if it connects with the opponent. If a projectile connects with it, the 91 frame count down is reset.
}}
}}
====== <font style="visibility:hidden" size="0">Guren</font> ======
{{MoveData
|image=BBCS_Hakumen_gurren.png
|caption=Pressure reset
|input=214A
|name=Guren
|data=
{{AttackData-BBCPE
|cancel=SR
|damage=560
|starter=N
|p1=100
|p2=92
|smp=2
|guard=All
|level=4
|attribute=B
|startup=14
|active=3
|recovery=15
|frameAdv=+1
|blockstun=18
|airHit=Wb*60
|airCH=Wb*100
|groundHit=27
|groundCH=34
|invul=
|hitbox=
|description=
*30F meter cooldown
*Must be barriered when in the air
*Requires 1 magatama


Has extra good reach when dash canceled into. Allows Hakumen to combo into Zantetsu from almost any move. During Mugen, it travels further.
}}
}}
====== <font style="visibility:hidden" size="0">Kishuu</font> ======
{{MoveData
|image=BBCS_Hakumen_kishuu.png
|caption=Wavedash
|input=623A
|name=Kishuu
|data=
{{AttackData-BBCPE
|cancel=
|damage=
|starter=
|p1=
|p2=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=18T
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=5-14HB
|hitbox=
|description=
{{ColumnList|text=
*Low profile frame 1
*30F meter cooldown
*Requires 1 magatama
}}
Has 10 frames of Head and Body invulnerabilty, but no longer to projectiles. During Mugen, it travels further.
}}
}}
====== <font style="visibility:hidden" size="0">Enma</font> ======
{{MoveData
|image=BBCS_Hakumen_enma.png
|caption=Certainly not an EWGF
|input=A (after kishuu)
|name=Enma
|data=
{{AttackData-BBCPE
|cancel=SR (Mugen: SJ)
|damage=860
|starter=N
|p1=100
|p2=72
|smp=2B
|guard=HL
|level=4
|attribute=B
|startup=6
|active=7
|recovery=14
|frameAdv=-4
|blockstun=18
|airHit=42 (Mugen: 48)
|airCH=71(Mugen: 80)
|groundHit=F42 (Mugen: F48)
|groundCH=F71 (Mugen: F80)
|invul=
|hitbox=
|description=
*30F meter cooldown
*Requires 1 magatama
Has surprisingly high reach. No longer has the upper body invincibility it had in previous games and it's not jump-cancellable anymore, but it has less recovery and is safer on block. The new routes after Enma are Delay Guren and Hop 5A. During Mugen, it becomes jump-cancellable again.
}}
}}
====== <font style="visibility:hidden" size="0">Renka</font> ======
{{MoveData
|image=BBCS_Hakumen_renka.png
|caption=Combo filler
|input=236B
|name=Renka
|data=
{{AttackData-BBCPE
|cancel=SR
|damage=1000,500
|starter=N
|p1=90
|p2=92, 60
|smp=2
|guard=L, HL
|level=4
|attribute=F, B
|startup=9
|active=3(10)3
|recovery=15
|frameAdv=+1
|blockstun=18
|airHit=D50, Wb*34
|airCH=D84, Wb*58
|groundHit=D50, F34
|groundCH=D84, F58
|invul=
|hitbox=
|description=
*60F meter cooldown
*Requires 2 magatama
Kishuu after Renka(1) leaves Hakumen at neutral with the opponent. There is no longer a gap between the two hits, so it is no longer possible to DP in between the hits. The first hit now staggers, and during Mugen, it floats higher on air hit. The second hit now sends the opponent upwards, and is jump-cancellable.
}}
}}
====== <font style="visibility:hidden" size="0">Zantetsu</font> ======
{{MoveData
|image=BBCS_Hakumen_zantetsu.png
|caption=5C > 41236C = Damage
|input=41236C
|name=Zantetsu
|data=
{{AttackData-BBCPE
|cancel=SR
|damage=2100, 450
|starter=N
|p1=80
|p2=94, 72
|smp=2
|guard=HA, LA
|level=5, 4
|attribute=B, F
|startup=21
|active=3(14)3
|recovery=20, 18
|frameAdv=-2
|blockstun=18
|airHit=BD30
|airCH=BD52
|groundHit=BD30, D30
|groundCH=BD52
|invul=21-23, 38-40GP(P)
|hitbox=
|description=
{{ColumnList|text=
*120% Bonus proration
*90F meter cooldown
*Requires 3 magatama
}}
Frame advantage when doing Kishuu after the first hit of Zantetsu is +2.
The Bonus proration makes it a cornerstone in bread and butter and overdrive combos.
}}
}}
====== <font style="visibility:hidden" size="0">Hotaru</font> ======
{{MoveData
|image=BBCS_Hakumen_hotaru.png
|caption=Aerial Houtenjin
|input=j.214B
|name=Hotaru
|data=
{{AttackData-BBCPE
|cancel=SJDrR
|damage=1200
|starter=S
|p1=80
|p2=92
|smp=2
|guard=HL
|level=3
|attribute=H
|startup=11
|active=3
|recovery=35
|frameAdv=
|blockstun=16
|airHit=55
|airCH=92
|groundHit=F55
|groundCH=F92
|invul=1-17A
|hitbox=
|description=
{{ColumnList|text=
*60F meter cooldown
*Must be barriered when in the air
*Requires 2 magatama
*Can only be used once in the air
}}
Hakumen floats up when used making it whiff almost everyone on your wake up, making it not a good wake up option unless they're going for a throw. Still hits far above him making it a good anti-air. It's now a Short/Fast starter.
}}
}}
====== <font style="visibility:hidden" size="0">Tsubaki</font> ======
{{MoveData
|image=BBCS_Hakumen_tsubaki.png
|caption=The scariest thing
|input=j.214C
|name=Tsubaki
|data=
{{AttackData-BBCPE
|cancel=SR
|damage=2800
|starter=N
|p1=90
|p2=92
|smp=2
|guard=All
|level=4
|attribute=H
|startup=15
|active=3
|recovery=22
|frameAdv=
|blockstun=24
|airHit=B60 (Mugen: BD60)
|airCH=B100 (Mugen: BD100)
|groundHit=B60 (Mugen: BD100)
|groundCH=B100 (Mugen: BD100)
|invul=15-17GP(P)
|hitbox=
|description=
{{ColumnList|text=
*90F Heat Gauge Cooldown
*Ignores character combo rate
*Requires 3 magatama
*Can only be used one time in the air
*Projectile guard point only on blade
*Projectile guard point 15F-17F
}}
Fastest startup after TK is 19 frames and 21 after an Hop. Can be comboed into Hotaru or Agito on normal hit. On counter hit and since CPE, it can combo into 2B or 2C. During Mugen, it cannot be emergency teched. no longer an overhead, but now it guard crushes.
}}
}}
====== <font style="visibility:hidden" size="0">Agito</font> ======
{{MoveData
|image=BBCP_Hakumen_Agito.png
|caption=The other air ender
|input=j.214A
|name=Agito
|data=
{{AttackData-BBCPE
|cancel=SR
|damage=800
|starter=N
|p1=70
|p2=92
|smp=
|guard=All
|level=3
|attribute=HBFP*
|startup=12
|active=4
|recovery=20
|frameAdv=
|blockstun=16
|airHit=B60 (Mugen: BD60)
|airCH=B100 (Mugen: BD100)
|groundHit=B60 (Mugen: BD100)
|groundCH=B100 (Mugen: BD100)
|invul=
|hitbox=
|description=
{{ColumnList|text=
*30F meter cooldown
*Requires 1 magatama
*Can only be used once in the air
}}
Counts as a projectile. On counter hit, it combos into j.2C or j.B depending on the height. Now moves Hakumen forward a little. During Mugen, it bounces like on counter hit.
}}
}}
====== <font style="visibility:hidden" size="0">Yanagi</font> ======
{{MoveData
|image=BBCF_Hakumen_Yanagi.jpg
|caption=Say "nope" to zoning!
|input=214D
|name=Yanagi
|data=
{{AttackData-BBCPE
|cancel=
|damage=
|starter=
|p1=
|p2=
|smp=
|guard=All
|level=
|attribute=
|startup=
|active=
|recovery=
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=
|hitbox=
|description=
*30F meter cooldown
*Requires 1 magatama
Hakumen advances forward with a Zanshin seal. If touched by a physical attack, Hakumen will dash further and chokeslam the opponent. While the catch does not trigger against projectiles, Hakumen can special-cancel the recovery.
}}
}}
<br clear=all/>
==Distortion Drives==
====== <font style="visibility:hidden" size="0">Kokūjin: Shippu</font> ======
{{MoveData
|image=BBCS_Hakumen_shippu.png
|caption=Big damage
|name=Kokūjin: Shippu
|input=632146C
|data=
{{AttackData-BBCP
|version=Sword (Lv.1)
|cancel=SR
|damage=3200
|starter=N
|p1=100
|p2=60
|smp=
|guard=All
|level=4
|attribute=B
|startup=3+7
|active=4
|recovery=41
|frameAdv=-26
|blockstun=18
|airHit=50
|airCH=84
|groundHit=F50
|groundCH=F84
|invul=1-SF, all active frames GP(P)
|hitbox=
|description=
}}
{{AttackData-BBCP
|header=no
|version=Sword (Lv.2)
|cancel=SR
|damage=3800
|starter=N
|p1=100
|p2=60
|smp=
|guard=All
|level=4
|attribute=B
|startup=3+22
|active=4
|recovery=41
|frameAdv=-26
|blockstun=18
|airHit=50
|airCH=84
|groundHit=F50
|groundCH=F84
|invul=1-SF, all active frames GP(P)
|hitbox=
|description=
}}
{{AttackDataNoHeader-BBCP
|version=Sword (Lv.3)
|cancel=SR
|damage=4400
|starter=N
|p1=100
|p2=60
|smp=
|guard=All
|level=4
|attribute=B
|startup=3+54
|active=4
|recovery=41
|frameAdv=-26
|blockstun=18
|airHit=50
|airCH=84
|groundHit=F50
|groundCH=F84
|invul=1-SF, all active frames GP(P)
|hitbox=
|description=
}}
{{AttackData-BBCP
|header=no
|version=Sword (Lv.Max)
|cancel=SR
|damage=5000
|starter=N
|p1=100
|p2=60
|smp=
|guard=UNB
|level=4
|attribute=B
|startup=3+86
|active=4
|recovery=41
|frameAdv=
|blockstun=
|airHit=50
|airCH=84
|groundHit=F50
|groundCH=F84
|invul=1-SF, 89-92 GP(P)
|hitbox=
|description=
{{ColumnList|text=
*Invincible to physical attacks until super flash
*Invincible to projectiles during charge
*Must be barriered when in the air
*Requires 4 magatama
*Ignores character combo rate
*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
}}
}}
{{AttackDataNoHeader-BBCP
|version=Wave
|cancel=R
|damage=2500
|starter=N
|p1=100
|p2=80
|smp=
|guard=All
|level=4
|attribute=HBFP*(3)
|startup=3+11
|active=
|recovery=
|frameAdv=
|blockstun=18
|airHit=50
|airCH=84
|groundHit=F50
|groundCH=F84
|invul=
|hitbox=
|description=
}}
{{AttackDataNoHeader-BBCP
|version=Wave (OD)
|cancel=R
|damage=3000
|starter=N
|p1=100
|p2=80
|smp=
|guard=All
|level=5
|attribute=HBFP*(3)
|startup=3+11
|active=
|recovery=
|frameAdv=
|blockstun=20
|airHit=Wb*50
|airCH=Wb*84
|groundHit=S50
|groundCH=S100
|invul=
|hitbox=
|description=
*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 and wallbounce everywhere.
During Mugen, every time a special move hits the opponent, Shippu(Sword)'s minimum damage improved proportionally to the magatama consumption of the move, the maximum being 3200 at level 1 and 3800 at level 2.
}}
}}
====== <font style="visibility:hidden" size="0"> Kokūjin: Yukikaze</font> ======
{{MoveData
|image=BBCS_Hakumen_yukikaze.png
|caption=Super counter
|name= Kokūjin: Yukikaze
|input=236236D
|data=
{{AttackData-BBCPE
|version=Catch
|cancel=
|damage=
|starter=
|p1=
|p2=
|smp=
|guard=
|level=
|attribute=
|startup=1
|active=27
|recovery=17
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=1-27C
|hitbox=
|description=
{{ColumnList|text=
*180F cooldown
*Requires 4 magatama
*Super flash activates only on a successful catch
*Doesn't catch throws and unblockables
}}
}}
{{AttackData-BBCPE
|header=no
|version=Attack
|cancel=SR
|damage=3800
|starter=S
|p1=100
|p2=30
|smp=
|guard=UNB
|level=4
|attribute=B
|startup=1+43
|active=12
|recovery=39
|frameAdv=
|blockstun=
|airHit=60
|airCH=100
|groundHit=F60
|groundCH=F100
|invul=all
|hitbox=
|description=
}}
{{AttackDataNoHeader-BBCPE
|version=Attack (OD)
|cancel=--*19, SR
|damage=1000, 120*18, 1900
|starter=N
|p1=100
|p2=98*19, 45
|smp=
|guard=UNB
|level=4, 3*18, 5
|attribute=B
|startup=1+43
|active=12
|recovery=39
|frameAdv=
|blockstun=
|airHit=60
|airCH=100
|groundHit=F60, --*19
|groundCH=F100, --19
|invul=all
|hitbox=
|description=
*20% minimum damage (Normal: 760, OD: 1012)
*Fatal Counter
Hakumen dashes forward with a sword swing that hits everything that is chest level or lower. Hakumen is fully invincible during the recovery of Yukikaze, so it can work be used to escape corner projectile oki.
}}
}}
====== <font style="visibility:hidden" size="0"> Kokūjin Oūgi: Mugen</font> ======
{{MoveData
|image=BBCS_Hakumen_mugen.png
|caption=Magatama install!
|input=214214B
|name= Kokūjin Oūgi: Mugen
|data=
{{AttackData-BBCPE
|cancel=
|damage=
|starter=
|p1=
|p2=
|smp=
|guard=
|level=
|attribute=
|startup=
|active=
|recovery=22T
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=
|hitbox=
|description=
{{ColumnList |text=
*360F duration
*Requires 8 magatama
*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
}}
Does not last as long as it used to in previous games; however, if OD is activated, the meter consumption is stopped as long as Hakumen is in OD. Changes the proprieties of several moves, see [http://www.dustloop.com/forums/index.php?/forums/topic/2624-cpex-hakumen-gameplay-discussion/&page=214#comment-859337 here] for more details.
}}
}}
<br clear=all/>
==Astral Heat==
{{MoveData
|image=BBCS_Hakumen_akumetsu.png
|caption=I dare you press a button
|name= Kokūjin Oūgi: Akumetsu
|input=[2]8D
|data=
{{AttackData-BBCPE
|cancel=
|damage=Death
|starter=
|p1=
|p2=
|smp=
|guard=UNB
|level=
|attribute=HBFT
|startup=1+0
|active=20
|recovery=15
|frameAdv=
|blockstun=
|airHit=
|airCH=
|groundHit=
|groundCH=
|invul=1-(SF+19)C
|hitbox=
|description=
{{ColumnList |text=
*180F cooldown
*Requires 8 magatama
*Doesn't catch projectiles or doll attacks
}}
Catches move with physical attributes, Throws and Unblockables. It loses to Doll attacks and projectiles (including Hazama's chain and his 632146C), but can still beat Jin's Astral.
}}
}}
<br clear=all/>
==External References==
==External References==
*Japanese Name: ハクメン
*Japanese Name: ハクメン
Line 70: Line 1,971:
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=ha&pref=0 Arcade Profile Dan Rankings]
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=ha&pref=0 Arcade Profile Dan Rankings]
<br clear=all/>
<br clear=all/>
----
----
{{CharLinks  
{{CharLinks  

Revision as of 04:09, 10 July 2016

Hakumen
BBCF Hakumen Portrait.png
Health: 12,000

Combo Rate: 60% (Normal) / 30% (Mugen)
Prejump:
Backdash Time 15 / Invul: 1f Throw Invulnerability


Movement Options
1 Double Jump/Airdash, Hop-Dash, Command Dash
Play-style
Balanced (with a higher focus on defense), Footies, Situational (Meter-Dependent)
  

Overview

Hakumen is one of the Six Heroes who combated the Black Beast in the series` backstory almost a century ago. After the war, he was sealed away in the boundary along with Terumi after he betrayed the other five heroes. Kokonoe salvages a portion of his existence from the boundary and he resumes his quest for justice and to exact revenge on Terumi. His Nox Nyctores, Ookami, has the power to negate most Ars Magus and possessing the Susanooh unit allows him to freely slash through time and space.

On the gameplay side, Hakumen boasts a unique trait among the cast. His meter functions completely differently and instead has eight stocks for his "magatama" gauge. These stocks are consumed whenever Hakumen uses any of his special moves and as such, meter management is an important aspect to learn. However, his also one of the few characters who can cancel his specials into each other, which makes his offense even stronger. He also boasts having some of the best normal moves in the game, with his sword moves covering nearly the entire match start range of the screen. A solid defense with his drive described below, and his moves combined with his Overdrive give him extremely high damage potential. Overall Hakumen is a fairly well-rounded character with many high risk tools at his disposal for many situations. Mastering these tools turns him into a character who greatly rewards fundamental play.

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 as well as adding additional properties to his drives and Distortion Drives.

Pros/Strengths

  • Above average health
  • Passively gains meter through rounds
  • Long ranged normals that make for excellent spacing tools
  • Extremely high damage with OD and meter
  • Specials can be cancelled into each other
  • Can reset pressure in many places because of how his normals chain
  • Counters can stop non-projectile oki
  • Backdash is throw invincible

Cons/Weaknesses

  • Poor mobility
  • Highly meter dependent
  • Can't open opponents up as easily due to limited pressure
  • Heavily OD reliant
  • Needs to take risks to get optimal OD confirms to win
  • No strike/projectile invincibility on backdash
  • No meterless counter for meaty overhead
  • Counters no longer stop projectile oki
  • Counters can be avoided with spacing


Ambox warning.png This data is all copied over from BBCP 1.1. Replace with CF data as it becomes available (and delete this warning)

Normal Moves

5A
5A
BBCS Hakumen 5A.png
King of anti-airs
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
350 SOJR HL 5 3 6 +3 B -
  • Must be barriered when in the air
  • Hits Hakumen and Tager crouching

Hakumen bops the other character on the chin to remind them to keep a stiff upper lip while getting OD'd for 8k. Standard standing jab. It whiffs on everyone crouching except Haku and Tager, and since everyone blocks downback by default, be careful using it carelessy. Whiffing it on a crouch blocker can be useful for a throw setup. 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, 2C, 5C, or even 5D. It can be delayed-cancelled into 5B and gatlings into 3C, any D move, and throw.

5B
5B
BBCS Hakumen 5B.png
Good tool for pressure and mixup due to its frame advantage
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
590 SOJR HL 10 2 16 0 B -
  • Does not hit everyone crouching from far away
  • Must be barriered when in the air
  • 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 and it gatlings into any D move. It's also jump-cancellable on block, which can lead to 50/50 with TK Tsubaki and Renka.

5C
5C
BBCS Hakumen 5C.png
King of damage
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1210 SOR HL 14 2 20 -3 B 13-15GP(P)
  • 13F-15F can cut projectiles
  • Must be barriered when in the air

This is one of the best normal move Hakumen has to start combos with. 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. 5C does not gatling into another normal move. However, it can be special-cancelled, usually into Kishuu > Enma or Gurren on normal hit and Zantetsu on counter hit or on an air hit.

2A
2A
BBCS Hakumen 2A.png
Quite the range for a 2A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR All 7 3 8 +1 F -

This is arguably one of 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 delay-cancelled into itself, 2B, 5A, and 5B. It gatlings into 6A, 3C, any D move, and throw.

2B
2B
BBCS Hakumen 2B.png
Poke their feet
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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
2C
BBCS Hakumen 2C.png
Don't whiff
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1150 S(J)OR HL 13 3 33 -17 B 10-18GP(P)
  • 10-18F can cut projectiles
  • Must be barriered when in the air

A good anti-air due to its invincibility and 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
6A
BBCS Hakumen 6A.png
Advancing position
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 DrR HL 13 3 18 -4 B 6-18H
  • Has head invincibility from 6F-18F
  • Must be barriered when in the air

6A is one of Hakumen's best anti-airs. 6A gatlings into 6B and any of Hakumen's D moves. Unfortunately, it's difficult to combo after it on air hit, since 6A > 6B doesn't work if the opponent is too high.

6B
6B
BBCS Hakumen 6B.png
Overhead
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
590*2 DrR H, HL 18 2, 3 23 -4 B 1-22F
  • 1-22F low invulnerable
  • Must be barriered when in the air

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 now 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
6C
BBCS Hakumen 6C.png
FATAL!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
No Charge 1500 DrR HL 20 3 25 -7 B see below
  • Can cut projectiles from 2F before the active frames to the end of the active frames
  • Fatal counter on counter hit.
  • Must be barriered when in the air
  • Staggers on ground counter hit.
  • Slide on on air counter hit.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Partial Charge 1700 DrR HL 24 3 25 -7 B see below
  • Can cut projectiles from 2F before the active frames to the end of the active frames
  • Fatal counter on counter hit.
  • Must be barriered when in the air
  • Slide on normal and counter hit.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Full Charge 2000 DrR HL 60 3 25 -7 B 58-62GP(P)
  • 58-62F can cut projectiles
  • Must be barriered when in the air
  • 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). Link into 5C on FC. It can be used to punish some DP such as Ragna and Jin's 623C.

6C (level 2) is essentialy a combo filler in the corner since it causes slide on grounded opponents, examples include Forward Throw > Kishuu > 6C (level 2) and Renka(1) > Kishuu > 6C (level 2).

6C (level 3) is hardly ever used and only to punish moves which have lots of frames of recovery, such as Arakune's 236236C or Azrael's Astral, or after incredibly rare instances where Crush Trigger causes a Guard Crush on an airborne opponent.

3C
3C
BBCS Hakumen 3C.png
Pain lies ahead
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 R L 8 3 28 -12 F 7-14GP(P)
  • 7-14F can cut projectiles

A very fast and far reaching poke. Can no longer combo into 2C/5C on counter hit. It's still a great starter with few magatamas and lead to sideswap combo while cornered. This move should be used sparingly, as it is easily punished on block or if it whiffs.

4C
4C
BBCS Hakumen 4C.png
Literal poke
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
700 SR HL 10 1 24 -9 B 7-14GP(P)
  • Fast and long-ranged neutral tool.
  • Must be barriered when in the air

4C has been overhauled and now serves as one of Hakumen's best tools for keeping the opponent at bay. It can be punished on Instant Block though, and many characters can simply dash under or uses moves that low profile (Such as Jin's 2D) to avoid it, so be wary when using it. It can be linked into Guren on Counter Hit and is also Distortion-Drive-cancellable.

j.A
j.A
BBCS Hakumen jA.png
Jab your way to the ground
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
320 CSOR HA 7 3 9 - H -
  • Late chains into j.B

A pretty decent tool for air to air situations, and for setting up a Throw Reject Miss on an unsuspecting opponent. Because it is able to link into J.B, its also pretty good for setting up throws on an air to ground approach.

j.2A
j.2A
BBCS Hakumen j2A.png
Sword wall
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
690 SOJR HA 11 12 12 - H 5-24GP(P)
  • Projectile guard point 5F-24F

One of Hakumen's fastest moves for cutting the opponent's projectiles, and decent Air to Air tool. In Extend, it no longer cancels air momentum or push the opponent upward, which removed Hakumen's former midscreen bread and butter.

j.B
j.B
BBCS Hakumen jB.png
Kick your way to the ground
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
590 SOJR HA 9 3 20 - H -
  • Late chains into j.A and j.2A

A move very good for jump ins, and for crossing the opponent up due to its unique hitbox. Like with j.A, it can also be used to setup ground throws off an Air to Ground approach.

j.C
j.C
BBCS Hakumen jC.png
Air combo ender
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1300 SOR All 12 2 32 - H 10-19GP(P)
  • Wall sticks on corner hits
  • Projectile guard point 10F-19F

This is pretty much the go-to tool for Hakumen's air to air game. It's hitbox extends all the way from the tip of Hakumen's blade to his shoulder, which makes it great for spacing in the air. It blows the opponent back on hit, and wall sticks in the corner. It can be followed up with Hotaru near the corner, or even IAD J.C > Hotaru on counter hit.

j.2C
j.2C
BBCS Hakumen j2C.png
No one challenges this
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1100 SOR HA 16 4 30 - H 14-19GP(P)
  • Projectile guard point 14F-19F


Decent air to ground tool, it has a bigger hitbox than J.B but is slower and it's harder to combo after it. Easy to anti-air so don't get too predictable with it.


Drive Moves

5D
5D
BBCS Hakumen 5D.png
Standing counter
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Catch - - - 6 20 15 - - 6-20C
  • Can be held
  • Only counters mids, and overheads.
Catch (Held) - - - 6 30 15 - - 6-30C
  • Only counters mids, and overheads.
Catch (Max Hold) - - - 6 35 20 - - 6-35C
  • Only counters mids, and overheads.
Attack 0, 1800 --, DrR (OD: --, SR) All 6 10 10 -10 BT all
  • 100% minimum damage (1800)
  • Gain 1 magatama when activated
  • 0% heat gain multiplier

The attack follow up is no longer triggered when catching a projectile (but Hakumen becomes invincible during the entire recovery) and a magatama is only given when the attack is successful. Instead, when catching a projectile, the recovery can be canceled into any special or Distortion Drives (except Astral). If canceled into Yukikaze, it will automatically activates, won't freeze the opponent and deal 2800 damage if it hits.

2D
2D
BBCS Hakumen 2D.png
Crouching counter
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Catch - - - 1 8 30 - - 1-8C
  • Only counters mids, and lows.
Attack 0, 1800 --, DrR (OD: --, SR) All 6 10 15 -15 FT all
  • 100% minimum damage (1800)
  • Gain 1 magatama when activated
  • 0% heat gain multiplier

A mid and low counter that is active frame 1. On hit it puts the opponent behind Hakumen, useful for corner switching with an opponent.

6D
6D
BBCS Hakumen 6D.png
Best counter
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Catch - - - 1 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)
  • Gain 1 magatama when activated
  • 0% heat gain multiplier

A mid and high counter with very slow start up. Sometimes used after 6A or 6B to catch attempts at poking out.

j.D
j.D
BBCS Hakumen jD.png
Air counter
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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)
  • Gain 1 magatama when activated
  • 0% heat gain multiplier

Now has a minimum height before the counter can be used. Can be followed up with 5A or 5B on hit.


Universal Mechanics

Forward Throw
Forward Throw
B+C
BBCS Hakumen FThrow.png
Crumple
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 --, SOR T(90) 7 3 21 - T -
  • 100% minimum damage (1400)
  • Staggers on hit

No longer launches like in previous games. Can be followed up with 6A, Hop Hotaru or Crush Trigger for instance.

Back Throw
Back Throw
4B+C
BBCS Hakumen BThrow.png
Sick kicks
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 700*2 --, SR T(90) 7 3 21 - T -
  • 100% minimum damage (1400)

In the corner can be comboed off of without spending extra meter with 2C or 5B. The hitstun on the first hit was nerfed, however; as such, Back Throw RC > OD > 5C combos no longer work.

Air Throw
Air Throw
j.B+C
BBCS Hakumen AThrow.png
To the ground with you!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0*2, 1400 --, SOR*2 T(100) 7 3 15+3Landing - T -
  • 100% minimum damage (1400)


The first hit can't be canceled with a special or overdrive anymore, furthermore its hitstun was drastically nerfed, which means that 1.0 infamous touch-of-death combos are no longer possible. The last hit can be combo'ed into J.B, J.2C or 2B depending on the height.

Counter Assault
Counter Assault
6A+B (when blocking)
BBCS Hakumen 6A.png
Costly, but effective
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R All 13 3 30 -14 B 1-20 All
  • 180F meter cooldown
  • 1-20F invincibility
  • Requires 4 magatama

Good hitbox for a counter assault, as it can't be low profiled and has decent reach. It's not used very often because spending 4 stars to knock someone away makes it hard to pressure or mix up an opponent later.

Crush Trigger
Crush Trigger
5A+B
BBCP Hakumen CT.png
Plus on block
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30-60 1 27 +4 B -
  • Can be held
  • Requires 2 magatama
  • Ignores character combo rate
  • 180F meter cooldown

One of Hakumen's new moves in which he swipes at the opponent with the sheathe of his sword. Causes guard crush on normal blocking, and is plus on barrier block, making it extremely hard to punish. Because of Crush Trigger's property of ignoring the combo rate, it finds its primary use a lot in combo filler, particularly off of a throw, and during Overdrive.


Exceed Accel

Tengai
ABCD during Overdrive MISOGI
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2040 - All - - - - - -
Active Flow 4070 - All - - - - - -
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

Hakumen kicks the opponent's feet on startup, then knocks them down and follows with a mighty slash. Puts Hakumen in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled.


Specials

Fuumajin
Fuumajin
BBCP Hakumen Fuumajin.png
Cut projectile, get Void
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 - All 1 92 - - HBFP* -
  • Resets to 91 more active frames if hitbox is hit by a projectile


Appears when Hakumen's sword connects with a projectile or a move with projectile property. Disappears after 91 frames or if it connects with the opponent. If a projectile connects with it, the 91 frame count down is reset.

Guren
Guren
214A
BBCS Hakumen gurren.png
Pressure reset
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
560 SR All 14 3 15 +1 B -
  • 30F meter cooldown
  • Must be barriered when in the air
  • Requires 1 magatama

Has extra good reach when dash canceled into. Allows Hakumen to combo into Zantetsu from almost any move. During Mugen, it travels further.

Kishuu
Kishuu
623A
BBCS Hakumen kishuu.png
Wavedash
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 18T - - 5-14HB
  • Low profile frame 1
  • 30F meter cooldown
  • Requires 1 magatama

Has 10 frames of Head and Body invulnerabilty, but no longer to projectiles. During Mugen, it travels further.

Enma
Enma
A (after kishuu)
BBCS Hakumen enma.png
Certainly not an EWGF
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
860 SR (Mugen: SJ) HL 6 7 14 -4 B -
  • 30F meter cooldown
  • Requires 1 magatama

Has surprisingly high reach. No longer has the upper body invincibility it had in previous games and it's not jump-cancellable anymore, but it has less recovery and is safer on block. The new routes after Enma are Delay Guren and Hop 5A. During Mugen, it becomes jump-cancellable again.

Renka
Renka
236B
BBCS Hakumen renka.png
Combo filler
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000,500 SR L, HL 9 3(10)3 15 +1 F, B -
  • 60F meter cooldown
  • Requires 2 magatama

Kishuu after Renka(1) leaves Hakumen at neutral with the opponent. There is no longer a gap between the two hits, so it is no longer possible to DP in between the hits. The first hit now staggers, and during Mugen, it floats higher on air hit. The second hit now sends the opponent upwards, and is jump-cancellable.

Zantetsu
Zantetsu
41236C
BBCS Hakumen zantetsu.png
5C > 41236C = Damage
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2100, 450 SR HA, LA 21 3(14)3 20, 18 -2 B, F 21-23, 38-40GP(P)
  • 120% Bonus proration
  • 90F meter cooldown
  • Requires 3 magatama

Frame advantage when doing Kishuu after the first hit of Zantetsu is +2. The Bonus proration makes it a cornerstone in bread and butter and overdrive combos.

Hotaru
Hotaru
j.214B
BBCS Hakumen hotaru.png
Aerial Houtenjin
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1200 SJDrR HL 11 3 35 - H 1-17A
  • 60F meter cooldown
  • Must be barriered when in the air
  • Requires 2 magatama
  • Can only be used once in the air

Hakumen floats up when used making it whiff almost everyone on your wake up, making it not a good wake up option unless they're going for a throw. Still hits far above him making it a good anti-air. It's now a Short/Fast starter.

Tsubaki
Tsubaki
j.214C
BBCS Hakumen tsubaki.png
The scariest thing
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2800 SR All 15 3 22 - H 15-17GP(P)
  • 90F Heat Gauge Cooldown
  • Ignores character combo rate
  • Requires 3 magatama
  • Can only be used one time in the air
  • Projectile guard point only on blade
  • Projectile guard point 15F-17F

Fastest startup after TK is 19 frames and 21 after an Hop. Can be comboed into Hotaru or Agito on normal hit. On counter hit and since CPE, it can combo into 2B or 2C. During Mugen, it cannot be emergency teched. no longer an overhead, but now it guard crushes.

Agito
Agito
j.214A
BBCP Hakumen Agito.png
The other air ender
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SR All 12 4 20 - HBFP* -
  • 30F meter cooldown
  • Requires 1 magatama
  • Can only be used once in the air

Counts as a projectile. On counter hit, it combos into j.2C or j.B depending on the height. Now moves Hakumen forward a little. During Mugen, it bounces like on counter hit.

Yanagi
Yanagi
214D Say "nope" to zoning!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - All - - - - - -
  • 30F meter cooldown
  • Requires 1 magatama

Hakumen advances forward with a Zanshin seal. If touched by a physical attack, Hakumen will dash further and chokeslam the opponent. While the catch does not trigger against projectiles, Hakumen can special-cancel the recovery.


Distortion Drives

Kokūjin: Shippu
Kokūjin: Shippu
632146C
BBCS Hakumen shippu.png
Big damage
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) -
  • Invincible to physical attacks until super flash
  • Invincible to projectiles during charge
  • Must be barriered when in the air
  • Requires 4 magatama
  • Ignores character combo rate
  • 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 and wallbounce everywhere.

During Mugen, every time a special move hits the opponent, Shippu(Sword)'s minimum damage improved proportionally to the magatama consumption of the move, the maximum being 3200 at level 1 and 3800 at level 2.

Kokūjin: Yukikaze
Kokūjin: Yukikaze
236236D
BBCS Hakumen yukikaze.png
Super counter
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Catch - - - 1 27 17 - - 1-27C
  • 180F cooldown
  • Requires 4 magatama
  • 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

Hakumen dashes forward with a sword swing that hits everything that is chest level or lower. Hakumen is fully invincible during the recovery of Yukikaze, so it can work be used to escape corner projectile oki.

Kokūjin Oūgi: Mugen
Kokūjin Oūgi: Mugen
214214B
BBCS Hakumen mugen.png
Magatama install!
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
- - - - - 22T - - -
  • 360F duration
  • Requires 8 magatama
  • 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

Does not last as long as it used to in previous games; however, if OD is activated, the meter consumption is stopped as long as Hakumen is in OD. Changes the proprieties of several moves, see here for more details.


Astral Heat

Kokūjin Oūgi: Akumetsu
[2]8D
BBCS Hakumen akumetsu.png
I dare you press a button
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Death - UNB 1+0 20 15 - HBFT 1-(SF+19)C
  • 180F cooldown
  • Requires 8 magatama
  • Doesn't catch projectiles or doll attacks

Catches move with physical attributes, Throws and Unblockables. It loses to Doll attacks and projectiles (including Hazama's chain and his 632146C), but can still beat Jin's Astral.


External References