BBCF/Hakumen/Okizeme

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 Hakumen


Okizeme

Overview

Blazblue is a game which offers a wide array of options on wake up. On top of the traditionnal fighting games toolbox, such as reversals and mashing, it also provides multiple universal options, like neutral techs with plenty of invulnerability and rolls. Okizeme isn't Haku's field of predilection, he doesn't have any lingering projectile and his knockdowns are average at best. Therefore, he has a hard time covering everything.

Rolls, in particular, are difficult to punish consistently. A setup which beats early rolls may not work against delayed rolls and vice versa. Likewise, back and forward rolls often requires different timings. Back rolls are fully invincible for a longer time, and forward rolls can pass through Hakumen.

Regardless, he still has enough tools at his disposal to cover the most basic needs. Instead of having a big option which covers everything, he has a lot of little options that cover 2~3 possibilities each. As such, anticipating and conditioning the opponent is crucial to make the best of his toolkit. Versatility is key.

Agito

Hakumen two main air combo enders are j.B > j.2A > jc > j.2A > j.C and j.B > j.2A > jc > j.B > j.2A > j.214A. The former is meterless ender that sends the opponent flying across the screen and therefore a return to neutral. The latter provides a knockdown at the cost of a magatama.


Basic j.214A okizemeVisual guide

2B > 623AA > 5B > 9jc > j.B > j.2A > jc > j.B > j.2A > j.214A > j.2C > 2A
The most common okizeme ender after Agito. j.2C blue beats quick tech and rolls, if it does it can be followed up with 3C for a knockdown. Neutral tech will make the j.2C whiff, so don't auto-pilot 3C.

If the combo before falling j.2C was very short (Ie: 5A > 5B > Air combo, 2B > 623AA > 5B > Air combo), the j.2C can be followed-up with 5A > 5B > Air combo is possible to extend the combo.

Falling j.2C > 2A/2B both covers mashing. 2A recovers fast enough to block Izayoi's 623C, Azrael's 623B and Nine's 214D.

The timing for the j.2C has to be adjusted slightly depending on the height at which Agito is done. It has to be delayed if the air combo started with a high jump.

Even if j.2C whiffs, Hakumen keeps the frame advantage. The lower the J. 214A and the earlier the j.2C, the better.

The main drawback of this okizeme ender is that it loses to most neutral tech backdash on wake-up. 2A > 214A can be done to deal with that.

Sample combos:

  • Anti-air 5A > 5B > 9jc > j.B > j.2A > jc > j.B > j.2A > j.214A.
  • 5C > 214A > 2C > 9jc > j.B > j.2AC > jc > j.AA > j.214A


Meaty j.2C okizemeVisual guide

2B > 623AA > 5B > 9hjc > j.B > j.2A > 9jc > j.2C > j.214A > Falling j.2C
This variation of the j.214A combo ender leaves the opponent closer to the ground before the knockdown. As a result, the j.2C hits meaty instead of whiffing.

Unlike the previous ender, if the opponent uses forward roll, j.2C hit raw and lead to a full combo. This variation however doesn’t catch backrolls. After j.214A, Hakumen will cross-up the opponent except on instant neutral tech. This can catch the opponent off guard if he likes to delay tech.



AD j.B / Land 2B 50/50Visual guide

Throw > 2C > 9hjc > j.B > j.2A > j.214A > Delay AD j.B / Land 2B / Falling j.2C
The idea with this route is to keep a jump option available after j.214A to IAD to mix the opponent with AD j.B / Landing 2B. AD j.B loses to all forms of rolls and delay tech so it’s mandatory to condition the opponent first.

If done low enough, Land 2B will also cover rolls and delay tech. Land 6B is also an option but is riskier and loses to mashing.

This ender can be effective but often comes at the expense of guaranteed damage and isn’t as strong on characters with reversals.

3C

A common combo ender for ground-based 0 and 1 magatama combos. It's vital to learn how to combo into it consistently.


3C > 66 > 2AVisual guide

2B > 2A > 3C > 66 > 2A
The most basic 3C ender. It beats mashing and may beat rolls depending on distance/timing. Delay tech can make the 2A whiffs. It loses to backdashes and most reversals. There is enough time to block slow reversals after 2A such as Izayoi's 623C, Azrael's 623B and Nine's 214D.

66 2A > 1AB is an option select. On block, it does 2A > 2B; On whiff, it does 2A > Barrier. It's useful to bait the reversals mentioned above.

Sample combos:

  • 2A > 2A > 3C
  • 2B > 2A > 3C
  • 2A > 2B > 214A > 2A > 5A > 3C


3C > 66 > 2A > 214AVisual guide

2B > 2A > 3C > (66) > (2A) > 214A
If timed correctly, 214A may catch backdashes during their recoveries, the 66 is here to adjust the timing and the distance. Some backdashes travel further, but are slower: With 66: Azrael, Bang, Arakune. Without 66: Nu, Lambda, Mu, Izanami, Celica, Izayoi (normal and GA).

On counter hit, 2A combos into 214A, so it's also useful against emergency tech mashing. If the 2A whiffs due to a delay tech, 214A may loses to a well-timed 5A or 2A.

The 2A can be omitted as well. Meaty 214A beats backrolls and generates massive frame advantage on block on neutral tech. It loses to forward rolls and Delay tech mashing.


3C > 66 > 2BVisual guide

2B > 2A > 3C > 66 > 2B
This okizeme covers mashing and early forward and backrolls, loses to reversals, backdashes with 9f of invincibility frames or more (Bang, Azrael, Arakune, Tager...), Izayoi's backdash in GA and delay tech backdashes.

By pressing 2A or 214A quickly after 2B, they will come out if 2B hits or is blocked, but not if it whiffs. This is especially useful to continue the pressure or combo after a backroll.

At very close range, the 66 can be omitted. An early 2B can lead to a blue beat combo if the opponent doesn't tech or attempt a roll. It's situational, but deal with delay techs.


3C > 5CVisual guide

2B > 2A > 3C > Delay/Walk 5C
This okizeme beats forward rolls, mashing and make some reversals whiffs if the 5C is done far enough (Jin, Makoto and Mu's 623C, Kagura's [2]8C, Bang's 236236A...).

It loses to back rolls, backdashes and delay tech.


3C > IAD j.214AVisual guide

2B > 2A > 3C > IAD j.214A
Cross-up on wake-up. It beats early backrolls and makes some reversals whiff (Makoto's 623C), but it loses to forward rolls and reversals with hitboxes in the back (Ragna's 623C, Jin's 623C and 623D, Kagura's [2]8C...)

6B and 5C > 5C

6B has less recovery and more untechable time than 3C, and it thus provides a better okizeme. Even though 2A > 6A combos on standing in CF, it remains more situational than 3C, since it doesn't work from a far 2A.


6B > 6A(whiff) > 2A or 2BVisual guide

2B > 214A > 2A > 6A > 6B > 6A(whiff)(~6B) > 2A or 2B
6B > 6A(whiff) is +5 if the opponent was grounded before 6B and +8 if airborne. Both 2A and 2B beat mashing. There is enough time to block slow reversals after 2A like Izayoi's 623C, Azrael's 623B and Nine's 214D. If rolls are attempted, 6A will blue beats.

6A(whiff)(~6B) is an option select. On whiff, 6B doesn't come out. If the 6A blue beats, 6B to knockdown.

Sample combos:

  • Forward Throw > Walk > 6A > 6B
  • (Crouching) 2B > 214A > 2A > 6A > 6B.


6B > 5C(whiff) > 2A or 2BVisual guide

2B > 214A > 2A > 6A > 6B > 5C(whiff) > 2A or 2B
A close range only okizeme. 2A and 2B whiffs if done from too far. 6B > 5C(whiff) is +1. In theory, 2A trades with 6-frame pokes and 2B with 7-frame ones. However, due to the distance between both players, most 2A will whiff and 2B will beat them.

Depending on the distance, 2A and 2B can also make some with reversal whiffs (Like Azrael's 623B), but it's usually not that good, since it's often possible to backdash and it only works at specific ranges.

5C will defeat any roll attempt and 2B also catches rolls after a blue beat 5C. An easy way out is not teching the 5C and air teching after 2B.


6B > 669 j.A(whiff) > J.BVisual guide

2B > 214A > 2A > 6A > 6B > 669 > j.A(whiff) > J.1B~[1]:
A cross-up which doubles as a safe-jump, it loses against forward roll, neutral tech 5A, a few AA (Rachel's and Terumi's 6A) and Arakune's 236236C. The 669 is a hop-cancel forward jump, it's almost always necessary to do it to gain enough momentum to cross-up with j.B.

This is most commonly done back to corner to reverse positions.

6C/5C > 5C

6C/5C > 5C is an alternative ender to 6C/5C > 6A > 6B in the corner. This is primarily done after character specific combos that end with j.C > 623AA > 6C > 6A > 6B, 6A > 6B is often impossible if the combo was too long.

The possible okizeme enders are the same as the airborne 6B and share the same frame advantage. Regardless, if able, ending a combo with 6A > 6B is better as it deals a bit more damage.

5D/ 2D

Since CF2, it’s possible to combo after 2D/ 5D. The parry will almost always grant the meter necessary to combo. Unfortunately, there is no option that covers both forward and backrolls.

  • 5D/ 2D > 2B/Delay 2B:

Instant 2B catches back rolls, but not forward rolls, delay 2B does the opposite. If it catches a back roll, neither 2B > 2A/ 5A will work since the opponent will be too far. 2B > 214A > IAD j.B works, the "conversion" section at the bottom provides possible combos.

  • 5D/ 2D > Delay 5C:

Catches forward rolls, but not back rolls. Since 5C has less active frames than 2B, it's not as good at catching rolls. However, it provides a better reward if it hits, especially if cancelled 5C into OD.

  • 5D/ 2D > 6A > 2A:

Meaty 2A on neutral tech, but it's easy to roll out of it.

6D

Since CF, 6D is a 1 frame counter that sends the opponent across the screen. Comboing after 6D is possible midscreen, however those combos are unreliable and often requires several magatamas.

  • 6D > IAD j.A > j.B:
  • 6D > IAD > j.2C:
  • 6D > hjc IAD > j.A > J. 2A:
  • 6D > 7hjc IAD > j.A > j.2C:

Listed from easiest to hardest.

All of those safe-jumps recover fast enough to block every reversal in this game. They also beat mashing, catch early backrolls, but lose to forward rolls.

It's possible to add a 1A > 1AB after j.B/J. 2A/ j.2C, and still act as a safe-jump: https://youtu.be/X-zswbZjC6k?list=PLrJRxQ7BaNKJY5_LgvdgTO5uYI0_lCU9Q

When back to corner, the J. 2A and j.2C safe-jumps also catch early forward rolls.

Corner

In the corner, Haku's okizeme grows stronger than ever. Most of his corner combo can end with air-hit 6B, which has 3 more frames of frame advantage than grounded 6B.

214A/ 5C > 6A > 6B Example:

  • 2B > 23 6B > 7jc > AD > J. 2A > j.C > 5C > 6A > 6B.
  • ... 214A/ 5C > 6A > 6B > 5C(whiff) > 2A/ 2B:

6B > 5C(whiff) is +4. 2A and 2B will beat mashing, and 5C will defeat any roll attempt. There is enough time to block slow reversals after 2A like Izayoi's 62 3C, Azrael's 623B and Nine's 214D.

Like midscreen, 5C will defeat any roll attempt and 2B will catch rolls after a blue beat 5C. If 5C isn’t teched, it’s better to do another 5C than going for 2B. It will provide additional damage and prevent them from easily getting out of the corner if 2B isn’t teched.

If 2A is blocked and not barriered, 2A > Purple Throw is possible, but not 2A > Delay Throw.

  • ... 214A/ 5C > 6A > 6B > 6A(whiff) > 2A/ 2B/ 5B:

6B > 6A(whiff) is +8. 2A, 2B and 5B all cover mashing. They all lose to well timed delay techs 5A/ 2A.

Like midscreen, it's possible to quickly input 6B after 6A to get 6A > 6B knockdown if they don’t tech.

After 2A, it's possible to block 13-frame or slower reversals (Like Jin's 62 3C and 623D, Mu's 62 3C...) or go for a 2A > Delay Throw. In CF, 5B can be cancelled into 2B or 6B for a mix-up.

  • 214A/ 5C > 6A > 6B > 9jc > j.A > J.1C > Hold 1 > 1A:

Corner 9-frame safe jump, loses to forward rolls and long delay techs 2A that make the 2A whiffs: https://youtu.be/zGG9Ust2ufc

If the opponent tech immediately, he will have to block the j.2C and if he mashes, j.2C will counter hit. If the j.2C whiffs and the 2A is blocked, it's possible to go for a grab after 2A.

Conversions

If 2A catches a roll

  • (0) 2A > 5A > 5B > j.B > j.2A > jc > J. 2A > j.C (1587, 0.6)
  • (2) 2A > 5A > 5B > TK j.214B > IAD j.2C > 6A > 6B > 5A > 5B > j.B > j.2A > jc > j.2A > j.C (2820, 1.2)

If 2B catches a roll

Midscreen

  • (1) 2B > 5A > 5B > j.B > j.2A > jc > j.2A > j.C (1938, 0.8)
  • (3) 2B > 5A > j.B > J. 2A > j.214B > AD j.2C > 6A > 6B > 5A > 5B > j.B > j.2A > jc > j.2A > j.C (3148, 1.3)

Only work at close range.

  • (2) 2B > 214A > IAD j.B > J. 2A > 5C > 5C > 623AA > 5B > j.B > j.2A > jc > j.2A > j.C (3352, 1.2)
  • (2) 2B > 214A > IAD j.B > J. 2A > 5C > 623A > 6A > 6B > 5A > 5B > j.B > j.2A > jc > j.2A > j.C (3397, 1.3)
  • (3) 2B > 214A > IAD j.B > J. 2A > j.214B > AD > j.2C > 6A > 6B > 5A > 5B > j.B > j.2A > jc > j.2A > j.C (3816, 1.2)

Midscreen to corner

  • (1) 2B > 214A > IAD j.B > J. 2A > 5C > 6A > 6B (2621, 1.0)
  • (2) 2B > 214A > IAD j.B > J. 2A > 5C > 5C > 214A > 6A > 6B (2971, 1.2)
  • (3) 2B > 214A > IAD j.B > J. 2A > j.214B > AD > j.C > 6C(level 2) > 6A > 6B (3508, 1.1)

Corner

  • (2) 2B > 5A > 5B > TK J.21B > AD > j.C > 6C(level 2) > 6A > 6B (2874, 0.8)

2B > 5A > 6A > 6B is also possible, but less reliable.

Anti-slow reversal techs

  • j.2C > 2A > Block
  • 3C > Hop > 2A > Block
  • 6B > 6A(whiff) > ( 6B) > 2A > Block
  • 6B > Hop > Slight delay/Walk 2B > Block
  • 214A/ 5C > 6A > 6B > 5C(whiff) > 2A > Block

Navigation

 Hakumen


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