BBCF/Hakumen/Starter

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< BBCF‎ | Hakumen
Revision as of 20:17, 23 January 2023 by Beret (talk | contribs) (→‎Pressure)

Overview

Key Moves
  • 4CBBCF Hakumen 4C.pngGuardAllStartup10Recovery24Advantage-4 and j.CBBCF Hakumen jC.pngGuardAllStartup12Recovery32+3LAdvantage- are the main neutral pokes.
  • 2ABBCF Hakumen 2A.pngGuardMidStartup7Recovery9Advantage0 and 2BBBCF Hakumen 2B.pngGuardLowStartup8Recovery15Advantage-4 are the best normals at close range.
  • 623AA is invulnerable to body and head moves and is great for approaching and counter-poking. This move is especially strong against opponents who like to jump backward in neutral.
  • 214DBBCF Hakumen 214D.pngGuardallStartup30Recovery18Advantage-7 invulnerable to lows, mids and highs from frame 4 but loses to grabs. This move is used in conjunction with 623AA to approach on the ground.
  • j.BBBCF Hakumen jB.pngGuardHigh/AirStartup9Recovery20Advantage- is a strong jump-in.
  • j.2ABBCF Hakumen j2A.pngGuardHigh/AirStartup11Recovery12Advantage- is ideal against zoners for cutting projectiles.
  • j.214ABBCF Hakumen j214A.pngGuardAllStartup12RecoveryTotal 35Advantage-2 has projectile properties and a great vertical hitbox. If done high enough, this can be used to bait and punish anti-airs.
  • Overdrive is one of Hakumen's win condition as it enables high-damage combos or can be used to quickly replenishes resources to use specials in neutral.
Offense
  • 5CBBCF Hakumen 5C.pngGuardMidStartup14Recovery20Advantage-3 main move to punish reversals. 5CBBCF Hakumen 5C.pngGuardMidStartup14Recovery20Advantage-3 CH > OD is unburstable.
  • 6BBBCF Hakumen 6B.pngGuardHigh, MidStartup18Recovery23Advantage-4 is an 18f overhead and Hakumen's ideal okizeme ender (if it hits an airborne opponent).
  • 41236CBBCF Hakumen 41236C.pngGuardHigh/Air, Low/AirStartup21Recovery18Advantage-2 is a 24f overhead that leads to high damage.
Defense
  • 2DBBCF Hakumen 2D.pngGuardStartupRecovery46Advantage- catches low and mids. It is the most practical drive.
  • 236236DBBCF Hakumen 236236D 1.pngGuardStartupRecovery44Advantage- catches low, high, mids and projectiles. This move is ideal for escaping the corner.
Bad habits
  • While 3CBBCF Hakumen 3C.pngGuardLowStartup8Recovery28Advantage-12 is a fast low and sometimes used in combos. However, it is terrible in pressure as it is -12 and cannot be cancelled into other normals or specials.
  • Hakumen's airdash has a very lengthy animation making it vulnerable to anti-airs. Being patient and approaching slowly with either 9jc, 9hjc, 66 or 66 9jc is much safer.
  • While it may be tempting to use drives, they are high-risk and cannot act as a substitute for blocking.

Pressure

Basic pressure

Hakumen's pressure is limited due to his lack of gatlings and specials that cost meter.

  • 2ABBCF Hakumen 2A.pngGuardMidStartup7Recovery9Advantage0 > 2BBBCF Hakumen 2B.pngGuardLowStartup8Recovery15Advantage-4 > 214ABBCF Hakumen 214A.pngGuardAllStartup14Recovery15Advantage+1: A basic blockstring that leaves Hakumen +1 on block. It is often cancelled into 2ABBCF Hakumen 2A.pngGuardMidStartup7Recovery9Advantage0/5ABBCF Hakumen 5A.pngGuardMidStartup5Recovery6Advantage+3
  • 2BBBCF Hakumen 2B.pngGuardLowStartup8Recovery15Advantage-4/5CBBCF Hakumen 5C.pngGuardMidStartup14Recovery20Advantage-3 > 623ABBCF Hakumen 623A.pngGuardStartupRecovery18Advantage- > Throw: Basic throw mix-up.
  • 2ABBCF Hakumen 2A.pngGuardMidStartup7Recovery9Advantage0 > 5BBBCF Hakumen 5B.pngGuardMidStartup10Recovery15Advantage0 > 2BBBCF Hakumen 2B.pngGuardLowStartup8Recovery15Advantage-4/6BBBCF Hakumen 6B.pngGuardHigh, MidStartup18Recovery23Advantage-4: A close range blockstring. 5BBBCF Hakumen 2B.pngGuardLowStartup8Recovery15Advantage-4 can be cancelled into 2BBBCF Hakumen 2B.pngGuardLowStartup8Recovery15Advantage-4/6BBBCF Hakumen 6B.pngGuardHigh, MidStartup18Recovery23Advantage-4 for a low/high mix-up.

Combos

Combos
Hakumen has a wide range of combos available due to his wide range of specials and meter management aspect. If you are new to fighting games, start with the combos in the beginner section of the combo doc for the most basic and practical routes.

What to do after a knockdown

Offense
  • Placeholder


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