BBCPE/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: 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 who had 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 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 2.0 data as it becomes available (and delete this warning)
Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 120F 150F 180F 210F 240F 300F 360F 420F 480F 540F

Normal Moves

5A

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

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

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

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 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
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
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 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
620 DrR HL 13 3 18 -4 B 6-18H

  • Has head invincibility from 6F-18F
  • Must be barriered when in the air


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. Unfortunately, it's difficult to combo after it on air hit, since 6A > 6B doesn't work if the opponent is too high.

6B

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 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
No Charge 1500 DrR HL 20 3 25 -7 B see below
Partial Charge 1700 DrR HL 24 3 25 -7 B see below
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
  • Fatal counter on counter hit.
  • Must be barriered when in the air


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

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. It lost a bit of its glory in Extend, since it 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

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. Although the hitbox was slightly nerfed from Chronophantasma 1.1, its faster startup in addition to the end of his blade is a great compensation. 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

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

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 Haku-men's former midscreen bread and butter.

j.B

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

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

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

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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)
  • Gain 1 magatama when activated
  • 0% heat gain multiplier


Counters underwent massive change in Extend, the attack follow up is no longer triggered when catching a projectile (but Haku-men 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

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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)
  • 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

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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)
  • 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

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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)
  • 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

B+C

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 versions of Blazblue. Can be followed up with 6A, Hop Hotaru or Crush Trigger for instance.

Back Throw

4B+C

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 in Extend, Back Throw RC > OD > 5C combos no longer work.

Air Throw

j.B+C

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

6A+B (when blocking)

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, 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

5A+B

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.


Specials

Fuumajin

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

214A

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

623A

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

A (after kishuu)

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

236B

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. Lost the bonus prorate that it had in CS2 and CSE. 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. The first hit now staggers. During Mugen, the first hit floats higher on air hit.

Zantetsu

41236C

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

j.214B

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

j.214C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
2800 SR HA 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.

Agito

j.214A

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 Haku-men forward a little. During Mugen, it bounces like on counter hit.


Distortion Drives

Kokūjin: Shippu

632146C

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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
  • Must be barriered when in the air
  • 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
  • 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

236236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
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. Haku-men is 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
- - - - - 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 Haku-men 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 for more details.


Astral Heat

Kokūjin Oūgi: Akumetsu

[2]8D

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


Navigation

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

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