Overview
Key Moves
- 4CGuardAllStartup10Recovery24Advantage-4 and j.CGuardAllStartup12Recovery32+3LAdvantage- are the main neutral pokes.
- 2AGuardMidStartup7Recovery9Advantage0 and 2BGuardLowStartup8Recovery15Advantage-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.
- 214DGuardallStartup30Recovery18Advantage-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.BGuardHigh/AirStartup9Recovery20Advantage- is a strong jump-in.
- j.2AGuardHigh/AirStartup11Recovery12Advantage- is ideal against zoners for cutting projectiles.
- j.214AGuardAllStartup12RecoveryTotal 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
- 5CGuardMidStartup14Recovery20Advantage-3 main move to punish reversals. 5CGuardMidStartup14Recovery20Advantage-3 CH > OD is unburstable.
- 6BGuardHigh, MidStartup18Recovery23Advantage-4 is an 18f overhead and Hakumen's ideal okizeme ender (if it hits an airborne opponent).
- 41236CGuardHigh/Air, Low/AirStartup21Recovery18Advantage-2 is a 24f overhead that leads to high damage.
Defense
Bad habits
- While 3CGuardLowStartup8Recovery28Advantage-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.
2AGuardMidStartup7Recovery9Advantage0 > 2BGuardLowStartup8Recovery15Advantage-4 > 214AGuardAllStartup14Recovery15Advantage+1
: A basic blockstring that leaves Hakumen +1 on block. It is often cancelled into 2AGuardMidStartup7Recovery9Advantage0/5AGuardMidStartup5Recovery6Advantage+32BGuardLowStartup8Recovery15Advantage-4/5CGuardMidStartup14Recovery20Advantage-3 > 623AGuardStartupRecovery18Advantage- > Throw
: Basic throw mix-up.2AGuardMidStartup7Recovery9Advantage0 > 5BGuardMidStartup10Recovery15Advantage0 > 2BGuardLowStartup8Recovery15Advantage-4/6BGuardHigh, MidStartup18Recovery23Advantage-4
: A close range blockstring. 5BGuardLowStartup8Recovery15Advantage-4 can be cancelled into 2BGuardLowStartup8Recovery15Advantage-4/6BGuardHigh, 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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