BBCP/Hakumen

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Hakumen
BBCP Hakumen Portrait.png

Health: 12,000

Combo Rate: 60% (Normal) / 30% (Mugen)

Jump Startup: 4

Backdash Time: 15

Backdash Invincibility: 0

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

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.

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:

  • 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

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 -
  • 1-22F low invulnerable


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!
Partial Charge 1700 DrR HL 24 3 25 -7 B see below Click!
Full Charge 2000 DrR HL 60 3 25 -7 B 58-62GP(P) -
  • Can cut projectiles from 2F before the active frames to the end of the active frames
  • No charge and partial charge fatal counter on counter hit.
  • Max charge version 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.

4C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
No Charge/ Partial 700 SR HL 15 1 27 -11 B 7-14GP(P) -
Max Charge 1600 R HL 68 7 27 +2 B 66-79GP(P) -
  • Projectile guard point applies only on blade.


Another of Hakumen's pretty far reaching pokes. It has a pretty decent startup of 15f and can be combo'd into for decent damage. It is pretty easy for the opponent to dodge if you get careless with it however, so be cautious. It can also be canceled by pressing A during the startup.

The fully charged version is almost never used, and there's no real reason in doing so.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
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

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
780 SOJR HA 11 6 20 - 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 Chrono Phantasma, J.2A no longer blows the opponent away on air hit, instead it pushes them up and is now Jump Cancelable and is essential in performing most of Hakumen's new BnB combos.

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
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. Makes for a tight block-string if used after a blocked Agito.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
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 a combo of Hotaru>xxx off of a CH near the corner.

j.2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1100 SOR HA 16 4 30 - H 14-19GP(P) -
  • Projectile guard point 14F-19F


Another one of Hakumen's essential combo filler moves. This is move is generally used after J.2A in combos, but does have some use as a decent air to ground tool. It has a noticeably easy to ready follow up however, so don't get predictable.


Drive Moves

5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Catch - - - 6 20 15 - - 6-20C -
Catch (Held) - - - 6 30 15 - - 6-30C -
Catch (Max Hold) - - - 6 35 20 - - 6-35C -
Attack 0, 1800 --, DrR (OD: --, SR) all 6 10 10 -10 BT all -
  • Can be held
  • Only counters mids, and overheads.
  • 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.

2D

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

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

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Catch - - - 17 14 6 - - 17-30C -
Attack 0, 1400 --, DrR (OD: --, SR) all 6 10 10 -10 BT all -
  • Only counters mids, and overheads.
  • 100% minimum damage (1400)
  • 0% heat gain multiplier
  • Gain 1 magatama when activated


A mid and high counter with very slow start up. Used after 6A or 6B to catch attempts at poking out. Can be followed up without doing the enma cancel.

j.D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Catch - - - 1 7 till landing + 12 - - 1-10C -
Attack 0, 2000 --, R (OD: --, SR) all 4 10 7 0 HT all -
  • Only counters mids, and overheads.
  • 100% minimum damage (2000)
  • 0% heat gain multiplier
  • Gain 1 magatama when activated

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


Universal Mechanics

Forward Throw

BC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 --, SOR T(90) 7 3 21 - T - -
  • 100% minimum damage (1400)
  • Staggers on hit


No longer launches like in previous versions of Blazblue. Can be followed up with a 6A to combo meterlessly.

Back Throw

4BC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
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. If the first hit is RCed the 60% P2 of the second hit is avoided.

Air Throw

j.BC

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0*2, 1400 --, SOR*2 T(100) 7 3 15+3Landing - T - -
  • 100% minimum damage (1400)


The second hit can be canceled into special, RC, or OD to avoid the throw proration.

Counter Assault

6AB (when blocking)

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
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, 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

5AB

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
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.


Specials

Fuumajin

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
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

214A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
560 SR all 14 3 15 +1 B - -
  • 30F meter cooldown
  • Requires 1 magatama


Has extra good reach when dash canceled into. Allows Hakumen to combo into Zantetsu from almost any move.

Kishuu

623A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 18T - - 5-14HBP -
  • Low profile frame 1
  • 30F meter cooldown
  • Requires 1 magatama


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

623A > A or Ground D > A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
860 SJR HL 6 7 31 -19 B - -
  • 30F meter cooldown
  • Requires 1 magatama


Has surprisingly high reach. No longer has the upper body invincibility it had in previous games.

The version of enma that is used when canceling a counter is the same as the normal version except that it is a better starter and can fatal counter.

Renka

236B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
750*2 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.
Lost the bonus prorate that it had in previous games. There is no longer a gap between the two hits, so it is no longer possible to DP in between the hits. Not really used in combos as much with the loss of the bonus prorate, but can still be quickly/late chained into to throw people off.

Zantetsu

41236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
2100, 450 SR HA, LA 21 3(14)3 20, 18 -2 B, F 21-23, 38-40GP(P) -
  • 90F meter cooldown
  • Requires 3 magatama


Frame advantage when doing Kishuu after the first hit of Zantetsu is +2.

Hotaru

j.214B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1200 SJDrR HL 11 3 35 - H 1-17A -
  • 60F meter cooldown
  • 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.

Tsubaki

j.214C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
2800 SR HA 15 3 22 - H 15-17GP(P) -
  • 90F Heat Gauge Cooldown
  • Requires 3 magatama
  • Projectile guard point only on blade
  • Ignores character combo rate
  • Can only be used one time in the air
  • Projectile guard point 15F-17F

Cannot be followed up without Hotaru, unless it counter hits. Fastest start up is 19F when TKed.

Agito

j.214A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
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.


Distortion Drives

Kokūjin: 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) -
Wave 2500 R all 3+11 - - - HBFP*(3) - -
Wave (OD) 3000 R all 3+11 - - - HBFP*(3) - -
  • Invincible till super flash
  • Requires 4 magatama
  • 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 has 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.

Kokūjin: Yukikaze

236236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Catch - - - 1 27 17 - - 1-27C -
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 -
  • 180F cooldown
  • Requires 4 magatama
  • Super flash activates only on a successful catch
  • Doesn't catch throws and unblockables
  • 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. You are fully invincible during the recovery of Yukikaze, so it can work be used to escape corner projectile oki.

Kokūjin Oūgi: Mugen

214214B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
- - - - - 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, but if OD is activated Mugen does not end. Changes the following moves Agito(now ground bounces on normal hit) and Tsubaki(cannot be emergency teched).


Astral Heat

Kokūjin Oūgi: Akumetsu

[2]8D

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
DESTROY - UNB 1+0 20 15 - HBFT 1-(SF+19)C -
  • 180F cooldown
  • Requires 8 magatama
  • Doesn't catch projectiles or doll attacks


Even though you can't catch doll attacks with it any more, Akumetsu is still one of the better astrals.


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

Navigation

BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc